#suggestion-discussion
1 messages · Page 70 of 1
alternatively if you only allow new characters, a previously used character wont get the harpy intro
This doesn't really work if the player decides not to turn on pvp, or brings in items from another world after theyve been playing on your server.
Sounds like mr no pvp isnt following server rules, and shouldnt be there
Its not perfect but probably the best option for policing your world until someone comes up with a check inventorty mod or equivalent
The vast majority of time i play this, its playing in a new server full of people i dont know and who dont know me. A server where complete strangers are encouraged to join. Controls for server owners to enforce certain rules are not unreasonable.
Many servers use a mod to enforce server-side characters to solve this exact scenario, and they work great. Would be nice for it to be embedded into Valheim so you dont need to convince people to download mods in order to play on your server.
Mods have pretty much solved this with server-side characters, so it would be good if Valheim supported this directly.
Agreed this is a much better idea
I don't feel it's ever the right call to take away the consequences for taking risks or making poor decisions.
I dont consider wanting to play valheim with people you haven't met before a "poor decision".
Worlds enforce all sorts of other rules, like drop rates, enemy difficulty, no portals, no map... i dont see a meaningful distinction. You could just as easily say No Portals shouldn't exist, you should trust that everyone on the server doesn't build one.
You could say there's no point trying to enforce drop rates, cheaters are just going to cheat and bring resources from other servers.
Considering the experience isn't multiplayer focused, asking for any further degree of safeguarding is borderline pointless and would rabbit hole some development focus into keeping those functions secure. If you're concerned about cheaters, seek out players you trust. It doesn't need to be more complicated than that.
The poor decision is going in naively thinking nothing could go wrong playing with random strangers and expecting any other result. It's a risk regardless, one you're warned about, and you want to remove any consequences or responsibility from it. World modifiers are also first and foremost a personal setting (they don't exist to prevent cheating and are to remove temptation from the person that set them up). Their use in multiplayer is more secondary and doesn't make for much of an argument, and feels more like a strawman. I would still like to hear why it's a good thing to remove or prevent consequences from taking risks, or why the responsibility should be shifted over to the developers when it's a choice that you make.
The point isn’t to stop all cheating
It’s to make it harder to do so. Raising the bar to be able to cheat will make people hesitate before doing so. For many people this’ll stop cheating unless they’re really stubborn and know how to get around it
World modifiers are not "first and foremost a personal setting" they're a server rule. The idea that it's pointless to enforce restrictions on strangers but it's totally sensible to stop yourself from cheating is nonsense.
You keep trying to present playing with strangers as a guaranteed stupid decision that will definitely result in having cheaters run rampant on your world, but this is only true WHILE you dont allow server owners to enforce rules on their server. Plenty of servers are ran successfully using mods that do exactly this, and result in vibrant communities that don't have cheaters running rampant.
As for "why its a good thing to remove consequences from taking risks", how about server passwords removing the consequences of riskily creating a server accessible through internet? How about parental controls on internet facing games? How about seatbelts? Airbags? Backup parachutes?
You keep acting like people who take risky actions deserve the consequences yet object to measures that make the risk smaller, thus reducing the likely consequences. Its a nonsense contrarian argument.
I still don't see why that should be the concern of the developers anyway since they already warn you to take your own measures against it (make a backup of characters or go in with new ones, play with friends or people you trust instead, etc.). Take a risk and face the consequences, or don't take the risk in the first place, it's that simple. And since when did people not deserve the consequences of taking risks? They make a conscious decision, they have no one to blame but themselves if/when it goes wrong, and it's just plain wrong trying to avoid or mitigate taking responsibility for it and placing the burden of preventing/lessening it on someone else.
That’s crazy, you could equate what you just said to seatbelts
I guess the people who developed seatbelts were wrong to take responsibility for the safety of the drivers
Claiming that what i want is to protect people from the consequences of risky behaviour is the epitome of a strawman argument. You're not adressing what people ae saying, just repeating your own crazy ideology; the same kind of thinking that asks what clothes people were wearing when they get assaulted. Im done humouring your ridiculous objections to a useful but optional suggested change.
If the servers were hosted by IG, it would make sense.
But they're not.
We got password protection, so people can play woth those they know and trust.
If players want to bypass that, it's not IG's respondibility.
It's basically the same as keeping your frontdoor unlocked, then invite two dozen of strangers to come over to party and when your mother's jewelry is stolen blaming the construction company for not having an anti-theft system installed in your house.
This situation is more like the seatbelt is already there, and people avoid using it then demand the consequences for not doing so be lessened. The game already warns you about the risk of playing with strangers (in this case, that warning acts as the seatbelt, which you choose whether to use or not). The consequences are then what could happen if you crash and don't have a seatbelt on. You're essentially asking them to lessen the consequences for not using the thing they already gave you to help avoid the consequences/risk in the first place.
Hm...adrenaline gain at health loss is actually a good suggestion I think. It would synergize well with bloodstone weapons
in other words, it will still not do anything in the end if SOME people still manage to do it
server-locked characters system is a waste of time that they could use for literally anything else
Airbags, because seatbelts were insufficient.
Adding additional safety measures isn't a waste of time.
it totally is if those safety measures are circumvented in the end
what's the point of investing any amount of time in such a feature if people would still find ways to either remove it or work around them?
it is literally development time they could use for literally anything else
developers should NOT feel obligated to do things that are 100% the player's responsibility
if YOU let someone enter YOUR OWN world with other items despite you stated that's not allowed then it's YOUR responsibility. You're the host, enforce your rules. That's the host's responsibility, not the devs'.
The developers already fulfilled their responsibility by providing a warning, noting possible risks, and giving advice on what you can already do to avoid taking the risk in the first place. Airbags in the previous analogy would be akin to the act itself of playing with strangers vs playing with friends/people you can trust. Playing with strangers is like willingly getting into a car that doesn't have any airbags. The equivalent safety measure here is still not the developers addressing what happens after you ignore the warnings (or in other words, choose not to wear a seatbelt), it's what you choose to do (playing with friends would be the airbags, while wearing the seatbelt is the warning given by the game). We can do this all day.
I wouldnt bother engaging at this point. The world is full of examples where adding safety measures and restrictions was a good idea, even if they could be bypassed. But if you listed every single one in existence as a rebuttal they'll just repeat the same argument forever. Endlessly asking what the point of controls are if they can be circumvented and refusing to hear the answer.
OK, let's say those mechanisms are added to the game.
I'm playing in co-op with a bunch of people I don't know. We've defeated Moder earlier today and by the time we agree to call it the day, we've raided enough from the plains to craft everyone a weapon of choice.
My choice would be a Porcupine, as addition to the Silver sword I used in the mountains; while others would choose the sword, atgeir, spear.
Now I know that the Porcupine is nice, but I'm also aware it will work a lot better if it's at tier 4. And the same goes for my silver sword.
So I log into my own world, upgrade both weapons from the co-op game to tier 4 and use them the next game session.
Some would call that cheating, but since the weapons were crafted in the co-op game, they wouldn't be considered as items that are imported.
At the same time a new guy joins the group and since he's at the same level he brings his own stuff in.
Only to be kicked right away by the mechanism.
I don't think that's fair at all and it certainly shows that the moment you make one step, you will need to make a next and a next and a next and so on to enforce something upon players the host is responsible for.
@hushed ledge Posting the same suggestion multiple times won't make it more likely to be added..
You're blatantly ignoring the fact that safety measures aren't there because people ignore or refuse to use other existing measures. There's no point engaging with your takes on the matter any further.
as in you get more adrenaline the lower your health?
That would be a really nice addition
Sorry
Serpents are conceptually nice, but unfun in actual combat, which is the only scenario where stars matter.
i think the point is to make them slightly more of a threat (normal serpents can be killed without breaking a karve with a finewood bow and wooden arrows lol) and slightly more rewarding if you do end up taking it down, since 6 bowls of soup for something you get generally 1/night if you go out on a sailing trip (often specifically for serpents and nothing else) is kinda nothing in late game when i can spend like 5 minutes killing lox and get the same amount of food
I think it would be fair to make the bloodstone give extra physical damage to match the flat damage on other infusions
Every other weapon infusion gains 10 of some elemental damage, wich is like 20 hp lost just to match other gems
💡Add a channel where players can submit possible griefer Steam IDs, so others can take precautions
other way to do it could be make it so it’s like +.1 damage per current health and +.2 per missing health
functions as a buff to match the others, incentivizes health food harder, and doesn’t penalize you as bad for having healing effects
#suggestions message slings could be really fun especially if they go all in on the “you’re just throwing stuff” angle, could make it able to throw whatever objects (rocks, grey dwarf eyes, etc) or give it a bunch of different sling bullets- probably the same as all the arrow types as a minimum but could have a bunch more variety of elemental or utility stuff for the tradeoff of worse damage compared to bow
since we are here I'd like to bring up the ol "💡bloodstones should keep a running tally of damage taken recently instead of just missing HP to fix the antisynergy with healing meads/trinkets"
I strongly suspect they will get way better with Deep North and its feast though
Trollstav / bubble shield into dps cycle with like 300hp and 100 eitr will go hard especially as the designated bubble casting support guy in a party
nah upgrading replaces the item so it would show as originating outside
I play in a large public server without mandatory security mods and they already have the ability to check this serverside, its just a feature that would be useful to have as the admin of a vanilla server
it doesn't need to autokick, just tell the server host so they can act on the info
lightning/root proc chances really should be comparable over time between all weapons
bow vs crossbow is every 0.8 sec vs once every 3.4 at 100 skill rn (closer to the same at 0 skill)
i get the axes are cool as shit, but they do way higher dps and proc faster than everything else (6 hits in 3.4s instead of 3 in ~2.5), so they've left the other melee weapons behind
I'd argue that the proc chances should be higher for melee stuff due to increased risk up close, but that's a smaller problem imo
@graceful belfry some say..
the greydwarf sitting at the Bog witch is George.
some say. she just adopted one:
all we know. there is a old ancient video document
https://www.youtube.com/watch?v=kTHqJ1LWs70
Follow George the Greydwarf as he leaves his family to explore the world of Valheim.
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Still no episode 2 
that was a good laugh
Idk they seem like swampy creatures
Regarding this: #suggestions message
Naming the boat would be nice.
Upgrading it, not that much. We get larger and (somewhat) faster boats with more cargo hold over time. We also have the option to repair it anywhere the moment we drop a workbench and since it's not a problem to keep 10 wood in a cargo slot at all times, having more strength and all is imho not needed.
#suggestions message buy him a penguin when TDN releases
#suggestions message I don't know what this guy is smoking, but taming is NOT a major attraction of Valheim
#suggestions message If they want to make them as dangerous as deathsquitos, they could name them painguins
Ahahaha please no
Imagine painguins suddenly jumping out of water and landing on you as big jumpscare
Back when I first joined the server, I made a suggestion for them being invisible and capable of oneshotting you
The deadsquitos ?
Are u made ? 😂
The idea is funny but please don’t add that kind of thing to the game
Sorry x)
Yeah no, that was a shitpost that I made before I realized that the server doesn't like shitposting in that channel
💡 Lots of players go to Valheim for its unique taming system and the multitude of creatures you can tame
"source: Me, i invented the data"
that statement is so funny we might as well think it's a joke suggestion
A multitude of 4 creatures in total.
I don’t know how to read this suggestion.
Joke, not joke ?
I probably enjoy taming far more than the average player, but I’m not a fan of the suggestion either. Just don’t think that’s the direction I would like to see 🤔
I really only see the wolf as the only ‘combat’ tame, at least primarily. Boars are for resources, lox are for traversal, chickens are for resources, and Asksvin and for lava traversal.
Having a tame fight alongside you is more of a way to flavor your combat prowess, not as a primary means of dishing damage (usually lol, we’ve all seen the hundred of tames vs boss videos) imo.
Regarding this: #suggestions message
If you need boss drops to gather resources, you're doing something wrong. Try to up the world modifiers to maximum instead.
Gives you a reason to walk 2 minutes out of your base and return with a full inventory, so you can complain about it filling up too fast.
yeah, farming bosses sounds even more time consuming, and on harder difficulties it's even more of a waste of time
you need to explore a bunch anyway, so why would you keep farming the same "spot" (boss)?
It would be a cool challenge to defeat every single boss spawn possible before moving on to the next.
Eradication run
I might suggest an achievement for that 🤔
define "boss spawn"
Location for a boss.
you're already supposed to defeat every single boss to complete the game...
oh, all three of them?
There's multiple spawns/altars for each boss.
Yeah but this would be you have to beat Bonemass at each Bonemass location in the world before getting the power/item.
unless each one of them has some slight variation from the others, I don't see the point, though
Literally said it could be a cool challenge. Also creating a suggestion for this to award an achievement.
clearly a very significant majority
it's not that much of a challenge imo, though: I'm mainly wasting time finding the other locations, instead of making it actually difficult skill-wise
What you call wasting time, I call a challenge I guess. This is why I didn't say, "This would be a cool challenge everyone would enjoy."
people should learn to turn off their @ on replies
Sounds to me like you could learn how to manage notification settings.
I guess the challenge aspect is fair, but I just find it redundant in a game where your patience is already put to the test
It would be more fun if sailing was more interesting than it currently is
you must be an idiot, if you need to mention me at every single message, even when yours is right below mine
But, for normal playthroughs, it would probably be unnecessarily tedious and prone to RNG
Agreed, I think if it were tied to an achievement.
It literally does it automatically, you'll be alright champ, life isn't that serious.
I could see undergoing such a challenge could even reward a "true ending" of sorts.
I would like have more of a reason to go back and beat bosses again
After Bonemass there isnt much incentive too
A way to ramp up the difficulty for future spawns
Perhaps after completing the game and going back into the world, all the bosses are balanced for endgame gear (plus a bit extra) then there are multiple difficulty tiers to work through
It could be neat if Wisplight upgrades were tied to Torn Spirits and only upgradeable using a Galdr Table. Not that I agree the Wisplight should have radius increases, just that it could be given additional function.
wisplight upgrades are mostly a performance issue
and not for most computers but those on the lower end
Yeah, that's why I said additional function and not radius increases 👍
I remember reading a comment on Reddit I enjoyed, where doing an unarmed secondary attack(kick) would clear a static area of mist for a short period of time. That could be something I would tie to a Wisplight upgrade.
Wisplight isnt a weapon though
It goes on your accessory slotw hich are always passive
2 star bonemass altar? I'm game for that.
There isn't supposed to be any reason to go back and fight them again, such a thing wouldn't make sense given the lore and ultimate goal/purpose of the character. That sort of thing works great for games that were designed for it but valheim isn't one of them.
The only actual reason to do so is if you lose access to the boss items in some way and need to retrieve them again, and that's only an exception for gameplay purposes to avoid losing important/valuable items where the bosses are the only way to obtain them again.
#suggestions message Why make the default options less accessible to the general populace when you could just enable challenges for yourself, be that via world modifiers or self-imposed challenges like no food?
yea world modifiers for combat difficulty already exist
And trophies 🙂
The trophies are included in that, since you need to hang the boss trophies on the stones at world spawn.
There are those who defeat bosses a couple of times so they can hang the trophies on a wall in their main base.
There may be quite a lot who actually do that.
So there's already a 2nd reason to defeat bosses multiple times.
Yes, but that isn't the reason why you're able to refight the bosses in the first place, it's just a secondary use. It doesn't justify intentionally adding more secondary uses when that's not the point of being able to refight them in general.
I like your suggestion @spiral ice but I disagree with the charred bones. You get a metric boatload of charred bones every time you step foot in the ashlands. 250 charred bones would feel useless. 100 Smoke Puffs for high level cooking recipes would be nice (you always need smoke puffs for ashlands mage food!) but even cooler would be 1 rare game. Either 1 Iolite, 1 Jade, or 1 Bloodstone. This way, after your world's max of 20 charred fortresses are looted, you can still get Gems
nah it wouldnt fix the problem with gems unless the bell fragments are renewable in some way
because then it just makes the gems slightly more annoying to get (since you have to fight him multiple times) and not actually solve the issue with it
#suggestions message stabby mcstabface?
100% I would vote only for the comedy weapon ideas
Möjitonir - a legendary greathammer which emits cooling rays of mint
And lest we forget, the greatsword Kilogram 
Great now we won't get to vote, thanks Heath 
PaVille's suggestion reminds me of Monster hunter's recent design competition
the designs were incredible. shame the game still sucks but for a huge game, it was a nice competition
👍
the winners will be announced 27th sep
Whats the recycle emoji mean on suggestions
It means that it has been suggested before.
Just that it’s been suggested before 👍
Ah
@mystic fern those exist
is just ygg wood + wisp, unsure if they even need a workbench
I'm talking about one that can be equiped like a regular torch, not the build piece
They don't require workbench to be able to built.
ah, the phrasing was ambiguous, sorry. mistwalker does that tho
but is sword, holdable torch would be nice. maybe a blue dverger lantern?
Basically, I want to be able to use the belt in mistlands to make it easier to mine metal from ancient armor, so I think that it would be nice to be able to have an alternate light source at the price of not being able to use a shield or 2-handed.
understandable
you should probably edit that suggestion to clarify you mean torch (the holdable one) and not torch (placeable one)
equip wisplight to find the metal, remove it and equip megjn to mine it.
at that point you should create a road of wisp torches that you can use to more easily reach a safe place (as that is literally their main purpose) so you don't need to have wisp light for that particular location
That would just defeat the whole point of the wisplight if they added another equipable item that does the same thing. And having to choose between the wisplight and Megingjord is the point, it's supposed to be a tradeoff.
nah but it’s an item you have to hold
you wouldn’t be able to:
- use shield
- use 2h weapons (bow, crossbow, greatsword, battle axe, great hammer, magic,
- use hoe, hammer, pickaxe
so you’re restricted to basically: - knife
- short sword
- handaxe
- mace
and it’s those 4 without shield and also knife excludes skoll (the on tier knife) so you’re forced to use a pre-tier knife in the black metal one if you want to knife
So selective restriction that forces 1H weapons without a shield, or using the regular wisplight... I wonder which people would opt into 😛
(This is without even surfacing the Megingjord utility falls apart with meads & powers)
even before you consider the fact that it’d be annoying to reequip constantly + if they really want just make it require galdr table and eitr to craft or something
Yeah, it's a nice concept, but falls short when something superior in terms of equip-able option is already available.
that hasn’t stopped them before tho, we do still have torches as an option when you can put campfires and standing torches down at the same progression level
Right, but if there was a fire pixie accessory in a biome that was completely pitch black darkness, it'd be chosen over a torch in most cases.
Handheld torches are akin to the wisplight, portable sources, whereas campfires, standing torches, and wisp torches are stationary objects you build. That's perfectly normal as there's a big difference in utility between portable and stationary objects. But having 2 equipable items that would both serve the same specialized function is not a normal thing.
I was always a bit surprised we don't unlock the black marble wisp torch/lantern structure around dvergr towers. It seemingly clears more mist or gives that sense anyways. I would love advanced wisp torches that extends their clearing upwards completely. As that is the tricky part of clearing up mist to completion.
would be interesting if the torch was an expensive consumable you could get before killing Yag to briefly go into Mistlands, like how you use Frost meads / campfires to foray into the Mountains before getting it on an armor/cape
-# there is already a handheld wisp torch prefab in the game, it just doesn't actually clear mist
I would happily use a handheld over the wisplight especially if i'm lugging a bunch of heavy mats
you'd really only have to whip it out every 50 feet or so (i often just walk around blind)
Until you're in a tight spot against a soldier and a gjall over head and you have to choose between sight and combat. 😛
better than choosing between being blind or encumbered 😂
those enemies actually can't see thru mist so taking off the wisplight can help you get away
It's really not, you can throw excess weight away in less than a second. There's also two fantastic weight increasing options outside of Megingjord at this point.
+550 with Moder Power & Troll Endurance Mead.
if im hauling mats i'll be using those already lmao
i don't see the wisplight being an asset in combat at all if you're just trying to get through an area
The asset is that it's hands free and doesn't interfere with combat at all like a hand held torch/lantern version would.
yeah, so a wisplight alternative would be a cool but niche tool
There's definitely better ideas out there.
#suggestions message Black forest is still fairly early on, being only the second biome. And what material would be used from meadows that would make the training dummy animate/functional instead of just a static husk?
Put a greyling to work!
I agree that the black forest is fairly early. Mostly the problem is needing a drop from a very rare mob. I'd guess I've seen maybe one ghost every 100 game hours.
I think 1 ghost per 100 hours is an extreme outlier case. They’re not quite as rare as a lot of folks make them out to be 🤔
#suggestions message If this we the case, I feel like players would just resummon skeletons until they get all two-stars. This is problematic because I feel it would make the weapon more powerful than intended 🤔
there's a ghost in basically half of the burial chambers...
After trying this in modded; no we do not need skeletons that deal 900+ damage. The bloodmagic skill buff is really the only thing they need.
I'd argue that adding the recipe with Meadows materials would only confuse new players more. The fewer recipes, the better
If you stop raiding burial chambers like a coward after getting exactly 5 surtling cores, I could see this happening.
honestly easy fix to ghost spawnrate is make them a rare spawn from bone piles same way elites are from the body piles in the swamp
…actually
Hmm I don’t know, kinda detracts from the rarity a bit much, I think having the ghosts as a rare encounter adds to their cool factor 🤔
what do u think of exactly when talking about a buff for blood magic?
I mean the damage increase from the blood magic skill is enough already, skellets are quite strong as is
ok i get it and what do u think of the troll that is an enemy when u summon it? i mean u pay a huge amount of health for it to summon and its an enemy at the end?
I think its fantastic, interesting, very strong and very useful. At the point you can summon it also easy to kill if you need to.
Adding stars would remove that last bit and destroy bases fast.
Summon troll inside fortress, kick back and enjoy a spicy marmalade by the beach 😂
i mean u are right in a way and still i think it needs some tweaks to be as usefull as the other magic staffs dead raiser aswell as troll staff
You would need 100 summons per skelly on average, I don't even have the patience to resummon until I get all archers
People will still be incentivized to do that though, and that’s not fun
Why does it need more rng on top of getting an archer or melee?
You shouldn’t make game mechanics that incentivize players to do something tedious and boring
We love gambling 🎰
You could just ignore it and than rejoice when you get that extremtly rare 2* followed by a quick return to reality when it dies almost immediately in hot water/lava all the same
Yes you could do that
But that doesn’t mean the incentive won’t be there nor will it prevent some people from doing it anyways to their own detriment
As a big AoE killzone and instant mining tool I consider it to be the strongest option currently in game. Adding a troll on top of that is gravy. I don't think further buffs are warranted.
Yeah I actually have so much fun mining materials with it
It makes it more a game of how quickly I can kill the troll while still spamming the staff and consequently always being low hp
actually i think if it didn’t have the troll it would be a buff because of that lol
the troll is good for combat yes but if it was just an aoe meteor staff they’d have to triple the eitr cost or reduce the aoe or something otherwise there would never be another pickaxe swung again
#suggestions message Ranid remains already spawn from bone piles iirc
That being said, I upvoted because ghosts from bone piles would be sick
It would be nice to be able to sail through mistland
Right now its a wall of mist until you hit a rock
Nope
They don't spawn from bone piles.
Well would you look at that.
Must've been thinking about the skeleton raids.
I wish they already spawned from bone piles. I like collecting all of the trophies and that's usually a difficult one to get.
#suggestions message The memeability would also be a nice plus
💡 Balls of resin that require 50 resin just like the bone pile.
Can be placed on walls to stick items to it in a crude looking way.
This is the discussion channel, not the suggestion channel, just FYI
#suggestions message I feel it's safe to say they will already do that without you or anyone else asking for it.
Damn people really suggest the things established by Iron Gate themselves...? A bit baffled.
#suggestions message As long as it's not harvestable
i keep wishing for a 🤦♂️ reaction for that channel
they should develop DN btw.
and while they're on that, develop the game
I think a flying tameable creature is a good idea
it sounds neet what should the creature should be?
not sure but I would approve of it. Some sort of avian
tame a valkyrie, have it carry you with it's claws like the intro
Do you think they intend to end up having a merchant for each biome? We've got the first 3 biomes so far.
nope
i would def believe if we got a 4th or maybe 5th (plains and either mist or deep north) but i cant imagine we'd get one in the ashlands
Yeah I think I agree with that, if we were to get one more I think Plains would be the best choice, as it's technically the most civilized.
If I could just purchase Tar at a large price point I would be so happy.
trueeeeeeeeee
Or all sorts of building materials
Would definitely make the whole merchant system come together better
Something that contains soil that flowers can be planted in, can be used decoratively
🤔 ...... I wonder why huh
Wdym
Nah it's just something I think
I dislike some of the building costs
It's not the cost, it's just the amount of exploration you'll need to do for massive builds involving dark wood.
It's what I mean
Yeah tar is basically a finite resource
Nothing more frustrating than being almost done
But you run out of tar at the last 20% of the build
I mean, everything is infinite with world transfers, but there's a chance to search in all the wrong places by accident when looking for tar pits.
I did spawn tar quite a bit
After collecting a lot already
Not gonna lie — on a large build, I eventually resorted to using the free-build world mod (built-in). I was using a lot of black marble, and despite having stock-piled a lot of it ahead-of-time, I was gonna have to spend a lot of time mining skulls & ribs, so I decided the I'd rather save time and enjoy the building process. 🤷♂️
To each their own, I personally include gathering materials in the building process and wouldn't be as invested or proud with the end result if I cheated them in.
I just think Tar can be particularly infrequent to spawn, and runs the risk of not being discovered without totally combing landscapes.
I usually put a great amount of effort in before resorting to cheats for build related things, once it gets to the point where the marginal gain from doing things legitimately falls behind the time it takes to keep it up.
#suggestions message fairly certain that's just a bug, not intentional, and "fix this bug" isn't really a valid suggestion since there's already an appropriate place to report bugs instead.
Especially when that's purely visual and doesn't affect anything really
#suggestions message I think you meant to say that the other way around, since it's already a square pattern, not circular last I checked.
What does this emogi mean ♻️ in #suggestions
#suggestions message
This happens because the eitr refinery technically holds 21 sap, since one is consumed as soon as the refinery starts. If you load sap 1st and dont top it off both will drain to 0. Its real funky and bugs me too.
Means its been suggested before
#suggestions message How has this guy been in the server since 2022
Eh, some people see the suggestion channel as a chance to develop their own ideas/game and go a bit over board. I don't think time in the server is indicative of much besides how long they've been interested in Valheim.
Ok thanks
@haughty birch I have an idea, dont invite them in.
I like that idea because im tired of the "everything is infinite, just make a new world, gather it, and return to your other world" excuse
it should be an option
Option fine 👍
When facts are confused as excuses
🤦♂️
some people want to play with one game world per character. it would be nice if that was recognized as a valid play style
Totally valid, you're just going to have to deal with the restrictions you're imposing on yourself.
not to say I agree with the suggestion it is associated with - but the restriction of not gathering materials from other worlds is a totally reasonable restriction that the game should be designed around
so it really shouldn't be used as an argument with regards to discussions about the finity of resources
It's hardly a restriction though, not many things are extremely finite, and of use to a degree where it would cause issues.
I agree, but I agree with arrowmaster that the technical ability to just create another world isn't really a valid response to any such concerns
It really is considering it's part of the game.
plenty of other reasons to have serverside characters though. Id like to be able to use the same name when connecting to servers but not have the progression and inventory shared
You can make characters with the same name and different progression.
I do that, but you have to use a mod or external character editor to do it
But that argument could easily be extrapolated to many other things that are technically "part of the game" but hardly anyone would consider "intended play" so to speak... like if the Deep North boss was ridiculously difficult and designed poorly and people pointed out "you can just use bonfires to kill him" - it is technically true but circumvents the actual issue being discussed
Intended gets muddled if your goal is leading you to a point where say, you've cleared every tar pit in your world.
I don't really see why you should be discouraged to do so if you desire
and "just world hop" is a solution, but not a satisfying one
ideally, the game should function just fine within the limits of a singular world
I am saying that bringing up intended gameplay whilst your goal is leading you to obscure issues isn't really aligning for argument's sake.
well as I said I do agree it rarely manifests in game, but when it does, the technical ability to world hop isn't a valid response imo
Alright just an agree to disagree here I suppose then.
i think it is a restriction that the game is currently designed around
i think there are like two items that are genuine non-renewable and it’s like, two of the boss summons (withered bones, bell fragments) and the ashlands gemstones
i agree
genuinely i think everything else is either renewable or doesn’t matter (jute, for example)
“recognized as a valid playstyle” by forcing it? you can just do that anyways. as i just mentioned to pwh it feels like the game is designed around 1 world per character but having the option to move your character between worlds is an interesting thing that i think adds to the game (even if you personally do not like it or don’t use it)
#suggestions message the reason is because you can grab the lanterns from dvergr settlements prior to having a black forge.
what i was more so commenting on was not that it isn’t already designed around, but that any concerns regarding that or suggestions to further that design philosophy shouldn’t be shut down by the technical ability to world hop
true we desperately need better renewable sources of metal
fishing simply does not count
(Not super caught up on the convo)
Why do we need a renewable source of metal? 🤔
aint there, like, 50k+ iron on any given map? How is that not enough?
Flametal maybe, rest are ridiculously abundant.
50k iron sounds absurdly high
but also: i didn’t say it wasn’t abundant i said it wasn’t renewable
I’ve never even dreamed of using all the iron on a server, but then again I haven’t played in big servers very often
I think Charred Fortresses are the least long term/multiplayer friendly. For 1 person you can get enough gems to max your gear (well not even max, but max certain weapons) but it falls apart in a 4 or 5 player server.
Renewable gems would be nice, though I am a big fan of creating a new world, setting up a nice castle, and going on more journeys
renewable gems i think would be kinda mandatory for a full release, soft tissue in the mistlands felt incredibly constraining with the group of ~4 i was playing with, and even then you technically can farm it (fishing and dverger loot) but gemstones you just, cant
i suppose you could just bring them in (or go into another world to hunt for more after the group has done most of them on the server) but realistically some of the group just wont get gem weapons and most of them certainly wont be upgraded
fun way to make gemstones (and a decent portion of other stuff that isnt easily renewable) renewable would be some thing that just resets a dungeon - mades out of or ran off stuff thats renewable (otherwise we're just moving the problem)
might be weird in ashlands but im sure its possible, 100% possible for every other dungeon since i think its either ingame already (console command) and is a common mod concept
Unfortunately the game won't likely be balanced with multiplayer in mind, but there are likely good reasons for making them renewable with just solo play in mind.
The resource rate modifier is good for multiplayer, at least for smaller groups since you can't set it to too high of a value.
I had the same thought re: fortresses after finally finishing the game recently. But I do wonder whether Deep North might have enemies that drop gems rarely. Seems possible, assuming gems will continue to be a resource.
My own major beef with Valheim is with the combat. It has clearly been improving since Mistlands, and Call to Arms has helped a bit, but it's still really clunky. The player still needs to stand around doing nothing to regenerate stamina occasionally, even with the new improvements. And multitarget combat feels terrible. If anything I feel like combat is balanced around multiplayer just because it's so irritating to deal with groups of enemies when playing alone. The most fun combat encounters I have had are, like, abominations, bears and viles, Morgen, and Valkyries. Mostly new enemies that have improved movesets. Also Eikthyr and Moder were good. But as soon as you start getting ganked by random enemies while fighting them, it quickly becomes an exercise in frustration. I'd rather have more one-on-one encounters with powerful foes that have well-developed move sets. Or else they need to improve our ability to manage swarms without just kiting. But Valheim can't just turn itself into a MOBA-like. Players would riot anyways.
I don’t know, I actually like the current combat system. It is way different than most systems and ask for more patience and quick strategy than usual. I like that I can’t just spam spell-like attacks and it’s still quite simple to understand
Not sure where to post, just curious about the reduction in size for the Ashlands compared to previous versions? Was it made smaller because of the difficulty?
They changed it so that ashlands didn't border any other landmass
Which just resulted in a smaller ashlands
Ahhhh okay, fair, thank you
As for gameplay they want you to make the drakkar (use queen drop) then experience the sail in with the music and fight a bonemaw/volture so it is a part of the difficulty of ashlands ig
Its really cool btw killing your first bonemae
Sailing theme itself is very cool.
Armor is pretty much only fun if you can pick and choose effects. Otherwise it's basically food, but permanent, and using the same material used for weapons.
It is very rear that a set bonus is "the right choice", and when it is, it's not as fun.
Fully agree with splitting effects.
About the character link to one world (I'm arriving late to the discussion); I've suggested that too a bit ago. I really don't understand why it's so odd and astruse as a suggestion. I don't mean to take back an old discussion, but I'm genuinely curious: you said before that you prefer gathering material the old way, and not cheating out the build by going commands or free build mode. Then why going into another world is considered "normal part of the game as intended" and not cheating as going on free build option or using commands? Just because the game let you do that doesn't mean for everyone isn't considered cheating. I could say that while being poisoned I can just logout and login to remove the debuff, and wouldn't be cheating because the game let me do that. But I feel like it is 😛 and so do a lot of people, like someone thinks that characters should be locked into worlds. But everyone is different and has his own idea of game, as it should be! That's why being able to have an option would be great to have hard runs and not have the temptation to have external advantages
"and not have the temptation to have external advantage"
"I have a lack of will to NOT do things. Devs this is your fault"
I don’t really have a dog in the fight, but it could be something to do with single vs multi player.
The exploits/tricks you mentioned are more or less unintended side effects of how the game operates. Not features necessarily, but just quarks of the game.
Logging out removes debuffs, but it also removes buffs, so it's hardly a cheat that gives an advantage
Lack of Server-locked characters system is only a problem for EXTERNAL people going into other people's worlds... But it's the host's responsibility to not allow that, not the devs'
They could spend three months developing a system like that... And in the meanwhile someone out there is making a system to bypass that, so all that time is completely wasted.
"But it could heavily discourage people from doing it-"
Yes, but it will still happen. It could turn 100 potential cheaters into just one but only ONE is necessary to ruin one or multiple people's experience. And then you will see those people whining about "your system sucks, don't do anything if you not do it correct!!!1!11".
Again, a waste of time
This is how it goes with most anticheats. Fine if you have a dedicated team (as most MMO's have) to constantly fight the cheats, but Valheim isn't one of those games.
I'm not pushing to do anything. Not saying do that or do this, Devs. That is called a suggestion channel, where everyone can express their opinion. You are also free to discuss it, but with politeness.
"I have a lack of will to NOT do things. Devs this is your fault", Did I say this? "Have the temptation and POSSIBILITY to have advantage" is this better?
Minecraft has an option on locking Forever the difficulty of the server without being able to go on pacific mode to cheat out of a bad situation.
Being able to have worlds with just one character and options locked could be interesting to see who really grind for everything and all those youtuber who has videos where show off their hardcore runs with no map no nothing blablabla.
The logout login is a huge game exploit, it's not just a debuff removal, mobs aldo de aggro you. You basically can logout and login constanly and going out of a fight zone leaving there the enemies xD
yes, and it's your decision to do it.
don't or do, no one cares, literally no one cares. It's your game
By the way, it’s not very difficult to revert permadeath in Minecraft 👀
At the end of the days, it’s just files, and they can be fairly easily manipulated to bypass any server restrictions they could potentially put in place. I feel like Irongate would have to put some major legwork into a system that allows for server side characters that couldn’t be easily manipulated 🤔
I don’t it’s impossible or anything, but it could be a scenario where the juice isn’t worth the squeeze.
Not to mention if the person has very poor self control issues, they will try to find ways around the restrictions they place on themselves anyway. At the end of the day it's purely a personal problem and nothing the developers need to be concerned with or waste any time on.
I only brought it up the other day because I so often see people respond with "just jump in another world to collect more materials" and I see that as cheating adjacent. if that wasnt an option (by opt in) then it would cut off that mentality.
first it starts as jump in another world, then its jump in another world with resource rates maxed, then another world with max resources and on easy, then might as well just use the spawn command.
If there was any degree of a competitive aspect to the game, I could get on board with anti-cheating features. But as it stands, a sandbox game normally doesn’t have such limitations. Minecraft, Terraria, etc
There comes varying degrees of what people consider cheating with games like this, so it can difficult to give it a definition 🤔
anticheat is a lost battle, its more about not making cheating adjacent behavior too easy. its not to stop the person decidated to cheating but to stop the person with self control issues from having something dangling in front of them
A person with self control issues is a personal matter again, not something the developers need to have any concern over. A therapist is the more appropriate option for people like that.
right, little timmy your 12 year old cousin needs a therapist just because he died and lost all the iron he was mining so he wants to jump in a solo game with his character from your family server to get some easy iron to take back
I see where you’re coming from, but I just thinks it’s a really hard thing to counter. Just boils down to the rules the player(s) come up with, and if those rules are engaging for everyone there really shouldn’t be any temptation. If someone finds themselves in a situation they find unfair, a good solution would be to just communicate with the other players and find something that works for everyone
“I’m here today because I got one-shot by a 2 star warrior and it was bullshit”
I’m surprised suggestion for indicator at low hp is getting so downvoted
Is there some reason for it besides “change is bad”?
Perhaps because we already have an indicator when the food runs out and the fact you see that ugly red shield appear next to your character when you loose a lot of HP?
-# oh a heartbeat sound would mess me up so bad
but i'm not against the idea of making low HP a little clearer
a red or black vignette would be my first idea but i'm sure there are better ones (just noticed that is the next suggestion after that one)
ASKA has a heartbeat sound when your HP is low and it's annoying as hell. Especially because in that game you don't have healing potions, so your only means to heal are some foods, sleeping in a shelter / cottage / longhouse or visiting a healer.
And even that you may have to listen to that sound for 5 or more minutes.
i will keep that in mind in case i ever get the chance to play aska haha
-# more of a...phobia? (or something similar) thing for me than annoyance - i quickly get lightheaded and woozy being reminded of the human body's inner workings and fragile tiny bits, nearly fainted last time my optometrist explained how eyes work while i was nearby haha
I'm not certain if you can turn it off in that game, but something like that being optional would be a very good thing.
Ah the answer to this is simple, commands will label your character as a "Cheater!" In the stat readout. While switching worlds does no such thing. In this way, it's nothing to do with what is considered cheating by players, it is just speaking to the game's definitions.
-# Know the feeling, I have had similar case younger, not as severe but like in high school classes when something very detailed was described about human anatomy, despite being interested in the subject. 👀
As for the character locked to world discussion, I see virtually no reason for this personally. It's nothing I would fight against, but if given the choice I would surely choose for that time to be spent on other things(development wise).
@hallow wing #suggestion-discussion message Heads up, the way you're suggesting is discouraged.
My bad I'll avoid doing that in the future
Personally not a fan of things that pop up in the UI like that most of the time 🤔
But I could see it as a toggle-able feature I suppose
i got used to a darkening vignette from VotV, subtle enough that it doesn't mess with visibility too much, but still noticeable.
granted, that game has no health bar so you need that vignette.
isnt there already a red border around the edge of the screen?
🤔 not constantly i think
when you're hit yes, but it goes away within less than a second
see it actually is lowk the correct option we as a society just have generally made therapists seem like a thing dedicated to "major mental health issues" (depression, grief, anxiety, audhd, etc) rather than just something that can help with whatever mental problems (in this case, child with self control issues). probably more suited to a school social worker than an actual liscenced therapist but like that is still a personal issue, not a problem for the devs
honestly i do wonder why nobody seems to talk about serverlocked characters in terraria (at least nowhere near as much as they do here)
I agree. I don't think they should radically change it. As I said, if they did then players would riot the way RuneScape players did when they tried to completely overhaul the combat. Ended up with the entire game fracturing into two versions and it's still that way today 🤣 .
But I think they could improve on it without fundamentally altering the way it works. They've already made some good strides with this Call to Arms update. Enemies like bears are substantially more interesting than dull crap like greydwarves and draugr. The trouble is, while greydwarves are so easy that you can just stand there facetanking hordes of them, bears are not. And so when you're trying to fight a more advanced enemy but then are continuously harassed by other enemies, it gets awkward. This becomes a serious issue later on (especially in the Ashlands), though, since it's no longer just one advanced enemy with a bunch of annoying flies swarming you. Now every enemy can kill you and is significantly harder to dodge, and yet they still swarm. That kind of situation should really be avoided.
In order to deal with swarms, we'd need more mobility options, mostly, along with consistent in-combat stamina regeneration (even more than what trinkets now offer). Stuff like dashes and dash attacks, and quick-cast AoE skills. Fluid ones, not like Berserkir Axes' clunky jump attack. Since that starts to get away from the simplicity that Valheim is good at, I'd rather just see them limit enemy congestion and improve enemy complexity. Also, the ☆ system is a really bad way of adding "difficulty," especially in a game where death is so punishing. Simply increasing enemy health and damage is dull. Combat is most rewarding when players struggle with a new adversary but then learn to overcome them. Just adding 1HKO levels o damage is silly. Give elites improved move sets or just delete the ☆ system and overhaul more enemy move sets.
actually this just makes it clear to me that this game kinda suffers from the 5e melee caster gap - melees (while definitely kinda magical) are still incredibly mundane and therefore overshadowed my casters in combat in most ways
Yes, I am speaking mostly as a melee player 😅 . I am currently on another playthrough that I intend to try a ranged/magic build in, though, so I'll have more knowledge in that area later. Kiting gets really boring, though. That's why I went melee. Very few games have succeeded in making kiting interesting. It was painful when I got overwhelmed by swarms in the Ashlands and resorted to running around spamming root summons with my Staff of the Wild.
You are forgetting what a band of three greydwarfs is when you first enter black forest. Draugr and Greydwarfs aren’t “dull craps” that you can block by dozen. They are dangerous until you get more dangerous than them
I discovered Valheim and got to Ashlands as a melee player too. When you discover this game your bronze sword doesn’t make a greydwarf house easy to clear.
I said "facetank," but I was mostly just referring to how slow, easy, and dumb they are. That said, maybe we also just have different ideas of difficulty, then. I mean, if you're going into the forest with rags, then sure, I guess they're dangerous? Particularly brutes. But even with just leather armour, their attacks really stop mattering. They hit like... around 4~8 on leather, I think? Brute might do around 15~20? At 4~8 damage on around 80~90 total HP, it doesn't really matter how many hits you're taking. If you're just standing there doing nothing while they attack you, then, yes, you can die. If you actually fight back, you'll kill them far faster than they can kill you.
You do have a point when you say "when you discover this game," though. It is all too easy for veterans to forget that the game was hard before they learned how to play. My brother still dies to trolls while I could dodge them in my sleep. I'm actually kind of concerned that the new era of enemies since Mistlands/Ashlands and now Call to Arms is too much of a difficulty curve for super casual players. That's another issue with the ☆ enemy system and just flat damage increases. Rather than being difficult in terms of teaching players how to fight gradually, they just suddenly can 1-shot you. It feels bad for ME when I do screw up fighting a 1 or 2-star troll and get 1-shot. For people like my brother, it'll just make them quit the game.
And I strongly disagree with dashes and AoE quick-casts. I want to think of a way to escape if I need, I want to wait for the moment I can break into the enemy formation and kill one or two before I retreat, I want to have this part of strategy I can’t find in any other game. That way of seeing things also makes starred enemies interesting in the way that you have to be more enduring, but I agree that it is very limited.
Have to go work. Yeah, I think you got very good at this game and you are underestimating the damage start-game mobs can deal. Two greydwarf can stun a player if they hit at the same time. When you are not able to dodge anything nor perfect parry, it can kill you.
I really have to go I ll be late
Go to work 😅 ...
Mmm... your perspective reminds me of my brother's. We get into arguments a lot. I'm used to playing much more intense action combat games, like this: https://www.youtube.com/watch?v=E2cNr7YkD0E
...so from my perspective Valheim is utterly simplistic. I don't have a problem with that. Unlike souls-like games, it's not designed around its combat. It's a cooperative building sandbox with some light combat included. It certainly doesn't need to be all flashy like that video, nor even close to as fast. I think it's good to have to retreat occasionally. I'd just rather it not be because there are more enemies present than the combat system is capable of handling. It should be because there are more enemies present than I (the player) am capable of handling.
Who knows, though. I haven't really faced a situation like that since the update, since I finished my single player run just before release and am now in a new world starting fresh to experience the update properly from the start. The fact that parry no longer costs stamina already makes a big difference.
Finally uploading redeemer solos, just in time to stop being relevant because of space time distortion lol. I'm not good at maximizing dps, but I'm good at staying alive! Go check out my other redeemer solos!
it’s kinda crazy how the like one rule for the suggestions channel is no lists and yet we got two list suggestions separated by a single message
anyways i still do have thoughts on most of yours @viral estuary so i figure i could share rather than just complain about lists:
- small mounts: we already have asksin as mountable. some way to turn their AI completely off so they don’t break shit would be nice tho
- base eitr: realistically, by the time you get access to eitr you should be able to make a nearly endless supply of mushrooms and seeker aspic
- races: #suggestion-discussion message
- more metal: surely blackmetal build pieces so i have a second use for it (other than chests)
- water building: i feel like this wont happen, at least unless its a static build piece like the hot tub; i remember seeing someone mention how the tar took absurd amounts of resources for it being a fluid sim and doing that with much more fluid feels… probably unwise
- quarter staff would be fun but i dont know if it would fit too well, since its kinda just a (assumably cheaper) mace
i suppose quarter staff could have some jank like it having high stagger or a long range + fast attack but lower damage but otherwise it ends up just being a reskinned mace
id love to be able to make tunnels, or control the flow of water, like you can in mine craft. I recall asking about this years ago and i was told they would have to overhaul a lot of how the world works to see that happen. Maybe we might get stuff like that in Valheim 2 in 10-20 years
#suggestions message We'd run into the same problem of binomial and geometric distributions randomly deciding to gate progression as we currently have with trophies
I wish people would realize that putting multiple suggestions into one message basically nullifies the voting
Yeah, makes it pretty much not worth authentically voting on 
about making a list, i just got carried away, so, sorry about that
i forgot theres an asksvin saddle now & it was kind of a wishlist of stuff id like but ill revise my suggestions and wont post a list next time.
also thanks for linking that dev comment on the races idea
and yeah quaterstaff i was thinking basically a blunt damage polearm but you're right it'd just be a long mace at the end of the day
#suggestions message defeats the point of the game teaching that you can't do that through consequences. And once you do learn it it essentially becomes a non-issue (you learn how to space things out properly so the crops don't die), meaning the suggestion isn't even necessary.
#suggestions message refined eitr is also used to control when you're able to craft something, which is part of the case here. It doesn't necessarily mean that it will have magical abilities; it isn't crafted with any elemental based material, which is where the "magic" effects come from. Instead it can be assumed that the refined eitr simply augments/enhances the iron in the blade, making it more powerful than it would be without the refined eitr. On the poison and lightning effects, if that were a usable aspect in general, then the jotun bane wouldn't need bilebags to draw out the poison effect. And the himminafl's shape as well as the use of silver seems to be what draws forth the lightning, safe to say without something like that the lightning effect can't be utilized (otherwise everything made with eitr would have some lightning (and poison) damage/effect to it by default).
i do agree lightning and poison is a bad idea... however, it does feel undercooked imo, especially considering the Krom beats it in just about every way, and doesn't require etir.
something unique like a projected edge or a slight midrange shockwave would be more fitting i think (ref the bloodskaal blade from skyrim, tho that is quite long range).
it does feel undercooked
get used to the feeling
especially now that the chances of them tweaking it in any way now that the update is live is essentially 0%
It does feel weird though given most of the other refined eitr weapons have some sort of magical effect, especially since it is literally glowing green... even an effect as benign as just poison would help it stand out and be more interesting
especially since jotun bane has it... which is pretty much worthless as a weapon
Seems you didn't bother to read or understand anything I just mentioned.
how is that lol? I just didn't agree
Just a quick look at the stats and it seems like the higher stagger is what it's meant for, with damage being a tradeoff. That's why it might feel underwhelming in comparison, if you only focus on the damage.
not to mention your point on the himminafl makes no sense
This is a rare case where I will upvote the base suggestion because I agree, but ultimately disagree with the proposed "fix."
Not enough suggestions around this subject to be picky 😛
Need more field research on the weapon 🗒️
Well it's less about the effectiveness of the weapon, and more a problem of it being boring compared to other eitr weapons. Like I said, just a simple poison effect does almost nothing to make it more powerful, it moreso just keeps it in line with the established idea that eitr = magic in some capacity
I don't see how it isn't weird to fashion a great green glowing battleaxe made out of a magical substance in the magic biome only for it to be a glowing green stick that essentially just functions as a slightly stronger black metal battleaxe
I'm less concerned about the boring aspect personally, but to each their own.
even at least spirit or something
like why would a weapon be GLOWING if it does nothing apart from physical damage?
especially in the context that other weapons fashioned from similar materials DO have elemental effects
it would be like if the ashlands mace with the lightning stone just turned blue but didn't do lightning damage for no discernible reason
Yeah you definitely are making sense, I'm just not so sure how I would approach it without being able to consider the original intention.
Well I suppose the original intention was to fill the battleaxe void and make something that does less damage than the krom but more stagger, which they have done just fine. Like I said, I don't really think it needs a massive buff so to speak, but a little something extra to keep it in line with other weapons seems to be in order
That's my thought process exactly. 😛
that's why I disagree with the lightning part of the suggestion, but something like poison is benign enough
I mean certainly anything can be tweaked, even chain lightening can be lackluster and is situational.
I think the chain is less important than the fact that pretty much nothing resists lightning damage
You're simply and blatantly mistaken if you think refined eitr is the only thing involved in granting those elemental effects or that those effects just "magically" come out of nowhere simply because eitr is involved. It's again an elemental crafting material coupled with the refined eitr that results in the weapon having magical/special effects. Likewise, if the refined eitr doesn't have anything to draw from or the structure and makeup of the weapon isn't designed in a way to channel eitr's natural effects, then the only enhancement will be physical in nature since there is no elemental aspect for the refined eitr to utilize. Just because it ends up being elemental in most cases does not mean that's the rule.
That doesn't make any sense though, the himminafl is elemental despite having no such material. no other weapon made from silver does lightning damage. In fact under your logic we should expect it to do only spirit damage. Not to mention, they could just as easily add bilebags or whatever else to conform to your arbitrary rule. The point is that it exists within the context of a biome weapon selection that typically includes elemental effects, especially if they glow 
Oh definitely, I mentioned that off hand to be honest, I mostly meant to say that you could tweak a lightening damage bonus to a point where it's also benign.
I agree, a very small lightning would do fine
But seeing as himminafl already does that, I feel it would be better if they used poison or fire
poison makes more sense with the color pallete tho
I'd be fine with anything really.
I'd be fine with an arbitrary bonus just the same, not everything magical is elemental necessarily.
who is this guy loredumping
is that john valheim himself
In the funniest timeline it would behave like a baseball bat and have 150+ knockback
Followed by a crowd cheer.mp3
i think they should be brave and give skull splittur split slash/blunt damage
I think they should make it do 1000 damage but split in half upon every hit
Again, you're not even reading/understanding what I said 🤦♂️. The case with the himminafl is the shape and use of silver, coupled with refined eitr. It's all 3 of those attributes that makes it work (if you understood or payed attention at all, you would know why other silver weapons don't have lightning effects). Also to be clear I'm not saying that the skull splittur can't be changed to use an elemental material to justify it having special effects, just explaining why in its current state it does not have any elemental attributes, since people seem to struggle to grasp why that can be a thing. And the other part you keep missing is the fact that refined eitr on its own is not what results in elemental effects. A frost staff for example wouldn't be a frost staff without the freeze glands, the fire staff wouldn't be a fire staff without the use of surtling cores (or other fiery based materials), etc. That is the established rule for how it works, not "eitr=anything goes" like you mistakenly seem to believe.
i'm gonna give this a 🤓
Ease up miker this is a place for discussions not berating people.
You are just being pedantic. The himminafl could've just as easily been any other element, or nothing at all, and we would still have you here as the loremaster to explain it away. The point is that it doesn't fit, and it makes absolutely no sense for something to glow yet only do physical damage. Is there any other such weapon in the entire game?
the dyrnwyn might as well have lmao
10 fire damage is just sad
no but it would've been okay for the flaming sword not to do fire damage because it isn't literally shaped like a fire bro #outlogic'ed
i think they legit ran out of options for elemental damage because i'm struggling to think of one that fits
spirit is the obvious choice but crystal baxe already covers that (and mistwalker with levels ig)
its the wrong color for a spirit weapon already
its also a different color from jotun bane so poison kinda sucks, same with fire
so the obvious and only remaining logical choice is
slash + blunt 
also poison is just a bad damage type lol, it’s the only dot that doesn’t stack with itself
they should just remove poison from jotun bane and give it to skull splittur, since jotun bane is worthless as a weapon
more chop damage tho
If only poison stacked
Jotun Bane is still the best 1h axe, if you're accustomed to 1h axes and bucklers, it's still worth using.
Odd I never see anyone complain about the demolisher, which already established the rule on how refined eitr operates long ago (that without an elemental material or way to channel refined eitr's own innate effects, it will just result in physical augmentation/enhancements instead).
demolished does like a billion stagger more than expected which is the magical component
It's fine if you don't like that that's a thing, but to try to claim that isn't how it works is just plain silly and easily proven flase.
I don't think anyone complains about demolisher because no one cares about it, but it probably also should have a little something extra
Yeah the stagger component is what feels magical for sure.
also it does form a big glowing ball when you strike - which makes it feel like a magically infused weapon of power - compared to a stick that glows green for no reason
Skull splittur has enhanced stagger as well, hmm 🤔
again - it is less about balance or the lore of the recipes (which you are stuck on for some reason) and more about the feel of the weapon being off within the context of its peers
demolisher is like the best melee weapon pre-ashlands LOL
its only rival is himminafl
invisible increased stagger vs big glowing slam is not the same
And the visuals on it also make it feel magical even if it’s not idk if that makes sense
again idk why you are stuck on some pedantic tirade regarding the recipe... I don't think anyone gives a hoot what the "lore" reason is for why something is magical or not... the point is that in the magic biome the glowing green battleaxe does nothing even remotely magical to justify its appearance or context
facepalm = destroyed
the glow on the jotun bane is actually stink lines cuz its so dog 😭
I think if I were to alter Skull Splittur, I would reduce it's carry weight, and make it use less stamina than all 2h axes before it(Maybe 16?).
Because that's literally the established rule on how/why it works 😂. I don't know why you can't understand or grasp something that simple and basic.
make it match the crystal baxe!
Or even match that yeah.
This "rule" is both not real and doesn't matter... that's why I am calling your argument pedantic
here’s an idea: the recipe barely matters because if the devs want to change the weapon they can also change the recipe to literally whatever to make it match whatever “rule” you have about it
i would be down for a second spirit scaler tbh, better than alternatives
and it would finally be relevant in the ashlands
insane that we have silver weapons in the mountains followed by 2 straight biomes with virtually zero undead
yes i know growths and viles exist but maan
ok i genuinely forgot yag lmfao
you even made up some weird thing about the shape suddenly mattering so you could factor the himminafl into your made up rule 😹
that’s why ripper does more damage than arbalest it’s got spikes!!!
It's not made up when it's visually a thing in game you can observe and draw natural conclusions from.
you should be able to do a crappy 0.5x melee with your crossbow like dvergr do
Yea dude... that's what I'm trying to tell you. The natural conclusion for a weapon that GLOWS is that it should be doing something remotely magical
instead you are sitting here telling me that because it isn't shaped like a skull and crossbones it can't do poison damage
or at least have some good block armour 😭 why do the magic weapons have that and the crosbow doesn’t
I think the devs thought they cooked with the crossbow unfortunately
So they prenerfed it
yeah you can parry a morgen lunge raw with a dundr but you can't with a crossbow?
Is there any situation in which the crossbow is worth using
frontloading damage on a gjall or valkyrie i guess
the situation in which you are awesome
yes i think, as a ranged option for melee characters (who have never used a bow)
It’s pretty good for long range sneak attacks
Against ||Gjall, valks, morgen||
I can see that
Used it last play through found it somewhat enjoyable
I imagine if I never level bow then crossbow will be more attractive
either the crossbow damage or its load/refire time shouldn't scale with skill at all
the whole point of medieval crossbows is any untrained shmuck could use them, whereas archers had to be trained from youth
It’s better with more people, have one person with the crossbow and the rest with bows
definitely needs some juice of some form either significantly faster leveling or faster draw or honestly just keep draw state through stow
Technically, the longer someone practiced the faster and smoother they could do the same things
Keeping draw state would make it a lot more appealing
That final point you made is why I don't bother with crossbows, that truly annoyed me.
It would make the one thing it has that the bow doesn’t stand out more
that's fair, i'd favor keeping damage constant and then make the loading speed scale with skill
its not like being more skillful with a crossbow makes its draw weight go up
The crossbows are great in certain situations, however I wouldn’t recommend for a solo player
It’s great for long range and burst scenarios
You can argue that the juice isn’t worth the squeeze and it’s pretty valid
ESP with giga high bow skill
if you lock the crossbow damage at max (100 skill), it would feel really good to low-skill players but fall off as they get more skilled with other weapons, which is pretty realistic
would also solve the complaints of "no early game crossbow to train on"
I prefer crossbows because I typically only use bows to snipe off an enemy from a sneak attack, which crossbows are much better at
Also it'd be nice if there was some bolts with elemental damage to utilize against weaknesses.
80 bow skill fine wood with needle arrows (easily mass produced) probably outdamages crossbow for most scenarios i’d bet
just be sure they are shaped into little snowflakes otherwise they cannot do frost damage as per rule number 1 of valheim
honestly they should’ve made crossbow be the utility option with 10,0000 different elemental bolts and funny utilities
grappling hook crossbow please
imagine upgraded fire bolts that just drop bile bomb fire puddles
that would be awesome
Dmg per second, absolutely, dmg per hit no
harpoon 2.o with long range
I was kinda surprised there was no gem upgraded Arbalests, it'd solve the no elemental bolts issues across the board.
there is 🙃 they're just hot ass
you can gem upgrade ripper no?
for 10 damage of either poison or lightning
25% chance of a lightning proc every 3.4 seconds 🥀
Oh you can my bad, I thought Arbalest was the one
meanwhile axes go brr
literally 6 proc chances in the exact same time crossbow has one (but you have to be melee)
Yeah, Arb is mistlands, ripper is Ashlands
I honestly totally forgot about the ripper
You're just being intentionally disingenuous and ignorant on the matter at this point, further proving you've understood nothing. No point engaging with someone like you any further.
but also do remember it takes your entire stam bar
tru but we have berserkir meads!
spear is almost as fast
Yea crossbows are giga stam efficient
But who needs stam when you obliterate the enemy in 5 seconds
🥶
unironically this is why i think maybe ripper is the only viable blood weapon
i do typically make my ripper blood
2x health 1x eitr and you spam bubble for the max damage buff
I've yet to try a blood ripper but that sounds clever
the big sword also isn't bad for blood
blood slayer (2h sword) is pretty damn good now with feasts
i think all blood weapons will be good when deep north drops and we have 3 eitr feasts
yeah, the triple eitr feast would let you use trollstav and shit to deplete HP while doing DPS
oh i see
It is, especially when you have friends to distract the enemies when you are low while you go deal crazy amounts of dmg
From a distance
or everyone can just use staff of the wild
Or that
Puking in the distance while getting the highest DPS from range is a hilarious thought
staff of wild scales so hard at high skill its not even funny
Magic is kinda overpowered
I really think the bubble shield needs to be reworked
How so?
magic would be fine if you were actually at any risk of dying, bubble shield is honestly better than having health food
one of the devs needs to pick up a pf2e book to see how to make melee feel good to play
So you're suggesting a nerf and not so much a rework
well I just say rework because I don't think it is a matter of simply lowering stats
out here arguing “no the axe can’t have elemental 😭” while magic has like 3 or 4 of the most powerful weapons in the game hands down
its because of the freeze glands 😩
i used to think bow was bad
i did some very thorough DPS calcs recently and max skill staff of wild clowns on everything in the game
the only thing that beats it in raw single-target dps is the
sword animation cancel that does 6x the dps of the normal attack chain
I think it’s fine now because unless you spend ungodly amounts of hours grinding out blood magic it’s will only really ever absorb 200-300 dmg
it will still always save you from a 1shot
but the point is the damage doesn't "splash" over, so it actually absorbs infinite damage
you can get hit by a nuclear weapon and survive for all it cares
I hope Deep North enemies completely resist magic and do 700 damage per hit 👼
it won't matter because the magic weapons all deal blunt
I think making the damage splash over on break would make a big difference
True
Plz no
Magic is the only way I can survive
you'd want the deep north enemies to deal very frequent but small multi-hits, like what the Elder tentacle attack does or Queen's spit / Fader's fire
those shred and kill through bubble but are resisted well by heavy armor
yea but I think just making the damage splash over would be a more universal solution
it would still be very powerful, but at least you as a glass cannon won't be inside a steel fortress 24/7
they could even just make it REDUCE damage as opposed to negating it altogether, but I think the other solution works a bit better
really anything other than how OP it currently is would be a good change imo
I would favor splash over + recasting replenishes bubble HP
but maybe change the scaling to like 300-500 instead of 200-700
give us a set bonus on the flametal armour that protects against an instant death once every 2 minutes if you’re above 100hp when you get hit
i guess ask players can go screw themselves
fuck nerfing shit make the melees supernaturally magical but without it being magic just make it some scale of “they can just do that” like it’s a shonen or something
woah hold on there pal make sure you are following the first rule of valheim before you go around using the m word
Lowkey I want individual bonuses on heavy armors.
heavy armors should just grant Slightly Resistant as a set bonus
doesn't stack with crystal heart / bonemass and justifies completing the set when the helmet alone tends to be OP
I know smiffe said they only made the helmet not slow to make the numbers look cleaner
When a taijutsu user casually starts opening magical Chakra gates ✨️
i've been saying this
I think armor and set bonuses are best left to light and medium armors, that's part of the draw imo
Nothing crazy, just some gentle stuff for bronze, iron, padded, carapace etc
god bless anyone scaling Mistlands with Carapace armor
there's no draw whatsoever for the heavy armors though, you just take the helm and play mix n match
The increased armor rating allows for flexibility in many areas other armors do not though.
especially as a magic user, flametal helm + ashen cape is a ton of armor that you can just combo with embla chest/legs to tank even when your bubble is down
you can pretty much just use the helmet tho... a set bonus incentivizes actually using the set
like what? not bringing bonemass?
Right, but that'd take away from what people are describing here as well.
The mix and match aspect isn't necessarily a bad thing to learn.
You can still mix and match to acquire these desired effects, but adding a set bonus makes full metal an actually attractive option - whereas it currently really isn't. This isn't restricting player freedom - rather it expands it
A larger armor rating stat is going to be attractive to people though, there's no case where it won't. Even tower shields have their audience.
uh
do they lmao
Unfortunately yes
not when it comes with a move speed penalty lmfao
I've seen countless people argue for tower shields, penalties and all.
i have NEVER used heavy armour other than padded and even then i wouldn’t have used padded if my group hadn’t looted literally every other frost cave within a 50 minute sailing distance to make fenris with
the movespeed nerf is so restrictive that i don’t think it’s ever worth it even if i get one or two shot with light
what I'm trying to say is you can achieve a higher armor stat by just using the helmet - it is typically unnecessary to weigh yourself down using the full set. It is almost always better to either mix and match or just go full light armor. Adding a minor set bonus to reinforce the defensive playstyle makes full metal a more attractive option - thereby expanding the viable ways to play.
i get that raw armor is helpful (i did full metal my first playthrough 4900 hrs ago) but having a little more armor in Ashlands (like 30 out of 120?) doesn't mean that much when you get fuckin chonked by enemies regardless
the move speed penalty is very very steep when movement is the best damage mitigation in the game
Ratatosk helps you not become a sitting duck in armor but it's still 90% as big of a buff to Fenris or Ask users as it is on metal armor
Okay but that's one opinion, you could probably even go to #screenshots and just lay your eyes on plenty of people in full heavy.
people also wear fenris in the Ashlands
It's expanded plenty though, we didn't even used to have a medium armor set.
just because it has expanded in one way doesn't mean we should arbitrarily stop at any given point, especially since heavy armor has been a thing from the start and a very slight change could make it more dynamic and viable
it could be applied to ALL heavy armor as well, making it even less of an investment dev-time wise
It's not arbitrary though, it's developed with intention, otherwise there'd be discrepancies.
Wow this discussion has been going for a while now
I just mean that there isn't any particular reason to stop expanding on player freedom and choice
unless it hurts the game obv
but I don't see how making full metal more viable hurts
it can't take more than like 45 minutes to add a set bonus like bonemass or elemental resist to all heavy armor
I think it influences more freedom and choice, encouraging utilizing full sets only kinda takes away from that.
lets be honest mix and match only exists for two reasons
helmets not being appropriately penalized with movespeed
and root chest
It only really makes it an actual valid option - whereas it isn't one currently. Nothing about it stops you from continuing to mix and match to your heart's content
then add the partial bonuses (like we have for the light and medium stuff) but only for the shirt and pants to have benefit to using more than one piece of heavy
I never said it'll stop players, just a degree of influence is there with set/armor bonuses laying outside of large armor ratings.
Yes but the degree of influence in this case actually makes more playstyles viable
especially since the bonemass nerf
I don't see how without making these bonuses offset playstyles even further.
Make the bonuses small? Sure, but then why add them at all. Make them decent? Sure, but then why use anything else.
It's a dangerous balancing act imo
It's helping me pass the time while doing laundry 😄
Well just think about it - right now from a pure meta perspective you either mix and match armor (if you want the additional armor from helmet) or go full light for the bonuses. You of course CAN go full metal, but the additional armor beyond the helmet is hardly necessary and really just serves to slow you down. Now if there was some defense - focused set bonus (like increased block or something) - going full metal would be a viable choice as a "tank" kind of build - whilst still maintaining the viability of hybrid mix and match and full on light armor - thereby increasing player freedom and different playstyles
I think just as there are people who claim they would die without a tower shield, there are people who would claim the same with the heavy armor. What's necessary is a fluid notion, and while I think this is probably just a case of agree to disagree, I do just want to say that encouraging what your saying is possible outside of altering armor stats. I would much rather see meads influence a tank focused build, rather than lock someone into a playstyle they never utilize simply because they want a higher armor rating.
I don't really see why you would go full heavy armor if you weren't trying to be a tank build tho
First time gamer little Jimmy gets mauled by wolves several times in a row and just wants everything they can to give them a fighting chance, etc.
then little Jimmy is being led down the wrong path
wolves basically exist to bully heavy armor players and reward people who pass a movespeed threshold
Little Jimmy should stay in school and stop playing video games.
Good grades Jimmy! Come on!
valheim is a pretty healthy kids game by modern standards tbh
Little Jimmy is in charge of feeding the class pets. In game he's in charge of feeding the local wildlife.
#suggestions message this would make frost damage too powerful
The point is they're not being led anywhere 😛
would it? frost is not commonly available as a source of damage until Mountains (no rain) and those weapons are already strong, but only because they work on melee resistant enemies in the Mistlands and Ashlands
the frost staff kinda sucks compared to Embers
enemies taking critical frost when they walk into water is already a mechanic and it doesn't make frost OP
feels more like an oversight that they don't get Wet when it rains
that's kinda what rain does!
Does being wet weaken fire damage? 🤔
yes
it makes the ticks go away a lot faster
oh also just straight up gives fire resist
Yes, grants fire resistance and shortens burning effect to 1s.
I used wet debuff for my advantage against Hard difficulty Yagluth.
LMAO derek can still react
i gotta remember to build a bunch of hot tubs nearby next time I fight yag
Sorry! I wasn’t specific. Just to clarify, do enemies take less fire damage when wet?
Wet does the same thing to all characters
I think the same applies to them too.
status effects are surprisingly universal yea
you can give enemies berserker potion statuseffect with cheats and they will become weak to melee etc
Or just Yagluth altar near water.
gotta get lucky 😔
If it’s low enough you can use a pickaxe to reach water
oooh true
abusing yag/fader in a casual playthrough: drop a bunch of tombstones all over to give yourself corpse run, find yourself a body of water or hot tubs
me trapping myself in a hole while bombarded by meteors 
Scale up on one of Yag's altar rocks, jump and do a water bucket clutch for the wet effect.
don’t you just do that to bonemass too (to tank the poison)
also would make abominations impossible to kill unless in melee (and even then only with slash weapons lol)
well “””impossible””” in the sense of it removes the one non-slash weakness they have (fire arrows and the gas leaks) so that your options are sword or you use blunt/pierce and be resisted (so no atgeir or mace or spear or bow)
#suggestions message my thought was to be able to, 1 play hero and 2 play boss rush for fun
That idea already exists: Play co-op
@sleek narwhal keep playing, there is already a way to do this.
A few ways actually.
wood floors snapped over stone work but i can’t think of any other
unless ashwood does that
Shield generators, darkwood and rooftops.
wait dark wood doesn’t take rain damage?
Nope
that’s cool but it has like 5 build pieces
so i’m not sure that entirely counts for what the suggestion was
It does because you can do exactly what it describes with darkwood
the text of the suggestion sure but the intent of the suggestion (and correct me if i’m wrong @sleek narwhal) is to have the full set of wood build pieces (walls, floors, etc) be able to be used without a roof without rain damage
Right, but that's just the shield generator
yea
yea bot this is option for late game, i wish to have this option from the begining
im not happy to wait until reach endgame and be forced to use dark wood where to be honest some kind of builds just looks better with beginers wood structures
Yes the point is to motivate progression, you can also just use rooftops in the meantime.
It defeats the entire point of the weathering system if you can just prevent it literally from the start of the game, which the use of resin would absolutely do.
It's crazy how the developers eventually delivered on the weather avoidance, and now we hear suggestions like 'but it should be easier!'
🤦♂️
true...
having said all that, they should add a weapon like the cheat sword that only costs one stone and one wood. Why? to make combat "more convenient". This is a great idea guys trust me (i am only exclusively thinking in the cool factor)
Yeah, and just remove the ocean, boats are too late in the game.
🔮
Well little jimmy should either get good or play a different game. It also wouldn’t hinder little jimmy in any way if he had a set bonus to help him a bit further
Or just let the game be inclusive and let the set bonuses continue to be a draw despite lower armor ratings.
I just don’t get how it is any less inclusive. It seems as though all my suggestion does is help people who want to use full metal sets because they are currently a bit under-baked
it removes or restricts zero play styles, many will still choose to mix and match for specific effects
You said he should get good or find another game. That's what I am referring to with the inclusivity.
If new players focus armor rating, and there's a high option, that's good enough. The trade off for low armor rating is a bonus of some kind, suggesting everything should have these bonuses could result in armor ratings on heavy dropping to a point where it no longer helps less skilled players when taking many hits.
The problem i’m trying to solve is there is currently no reason to use full metal armor sets, outside of the context of noob players who will either become good enough to understand the shortcomings or play a different game. To fix this, adding a set bonus (which would be something defensive to play into the already existing role for heavy armor) makes full armor sets actually viable - thereby increasing the number of valid play styles for experienced players whilst also actually helping noobs that instinctually gravitate towards it.
I often use heavy armor, it is really viable and allow for a mistake or two in combat (which is why I take them btw)
Exactly, aruging that it isn't viable is just actively ignoring the inherent passive ability of having a higher armor rating. Taking hits is less punishing.
Imo the armor sets up to about mountain stuff is good.
But after that its all whack.
You want to use mistlands magic and robes? Ok what foods do you choose
Etir, etir, health? Get oneshot and stuck cause you dont have jump stamina.
Health, health, etir? Doable but still squishy and pitiful damage potential.
Stamina, health, etir? Still get oneshot, and pitiful damage potential.
In the other biomes you can offset the low armor with 3 health foods.
There is also the issue that upgrading armor lategame does fuckall for your actual damage reduction lategame. So there is no real practical reward for spending hours grinding out your gear.
In early game (up to about plains) you can go fast and risky or safe and slow. In mistlands or ashlands there is only fast and risky or slow and barely safer
If you have a staff of protection you don't need any health
If you consider relying fully on a shield item without a health bar to be a safe strategy... Idk what to tell you man
Anyway...
My main gripe with the late game scaling is that it feels like there is no safe option whatsoever, regardless of how much work you put into it.
Maybe the later biomes are trying to feel more difficult 🤔
Which would be fine, if grinding out your gear wasnt also a ripoff
I hope subtitles get added eventually, I feel like the way you get messages from hugin, (I bring tidings, hail warrior, etc) but with the noises made by mobs would be a real lifesaver 😅 what do y'all think?
I'd probably turn them on even though I don't need them because having some kind of visual indicator that a charred warrior is feinting or not would be nice
its a good QOL adition even if you don't need them, would also allow players who don't have headphones, and need to play on mute for any reason have a far better time!
Subtitles in Minecraft turned into a must have for me 😬
With the setups you described upgrading your armour would prevent the most common oneshots in the mistlands.
49armour (lv1 robes n cape) and eeh setup (~180hp) would die to 2* seekers, 70 armour would not
49a and eee (~130hp) would die to 1* seekers, 70a would not
Both of these are totally negated by staff of protecc existing, but i think the armour balance is fine as is
Serpent scale shield will also negate seekers under 2* past 40 block skill, if you want a low effort option. Carapace buckler does an even better job with parries.
It's an accessibility option first and foremost for people that actually need it, so in that regard I can't think of much that would be wrong with it as long as it's implemented decently.
imagine not using the only defensive magic staff to defend yourself and implying it's "not really a safe strategy"...
also considering that against singular hits it can literally have infinite hp
you will NEVER get oneshot through the bubble even if at 1hp underneath it unless it’s fall damage
or you magic meteor yourself
so that’s not one hit that’s multiple
Dunno, just ignores bubbles for some reason. Very funny and hope it stays
As in you take damage from it while the bubble is still up?
no it’s technically two instances of damage so the first one breaks the bubble and the second one kills you
same with most other multihits (notably: queen puke)
All pure damage will go through the bubble, not just fall damage. Trollstav’s explosion is a common source to be careful around as a mage.
the meteor is like the only realistic source of pure damage that can kill you (since the other options are falling, drowning, smoked, and dots, which won’t get applied if your bubble is up)
@bright pulsar We all know how to read - even the devs - so there's no need to use caps in a suggestion.
Not to mention that using caps is considered as shouting / yelling; which is considered as being highly impolite.
w suggestion tho renewable fenris is goat
We've got enough black forest structures, bear caves would clutter even more.
But I like the idea
Use the same Caves just a low chance for a Bear to be inside it instead of a Troll?
Just rename the location Cave or Unknown Cave and upon entering its either a Troll or a Bear Cave.
as simple as that looks, they are allergic to just changing wording or numbers so chances of them changing spawns are pretty much 0%
#suggestions message
@sonic scroll The Bear Armor pieces have higher armor than Troll Armor, so there is reason to use them mixed with other things like a Troll Hood or Bronze Helm since the Bear Trophy can take a while to obtain, and some may not like the physical damage weakness of the full set.
chances of bears being part of the game before the update were also pretty much 0%.
So unlikely to happen, but we never know for sure.
i know, that's why i didn't say it was actually 0%
#suggestions message
you can already jump to spend more stamina and move faster with your attack
Oh ok gotcha
Sounds better for sure.
@hallow forge
i feel like this has Been said earlier. The wisplight expansion is mostly a limitation in hardware of players.
most low-end PC's Xbox one S. couldn't handle big amounts of mistlands mist being pushed around without big FPS drops.
and the ENTIRE REASON behind the mist is for you to feel enclosed inside the mist
Yup, I see. it's MISTlands after all. I was kinda curious 'bout what do people think about the idea.
Yeap just walking around in the mist , stumble across a Skull then get jumped by ticks!!!!!!
hmmm wonder what killed that guy
Small chance that giant sword you find 20 steps away from the skull....
And a bit higher chance it's the sword sticking out of the ribcage.
@open dagger You already get that buff. Adding another 150 carrying weight to be precice.
yes but you get that buff after you get your stuff, needing you to first open the grave -> trow away anything over the 300 carry limit, which you carried with meggingjord -> then open the grave again and get your stuff -> then equip meggingjord and then pick the thing you dropped back up
and in that time something can kill you since you don't have corpse run whilst throwing the thing away
Well, you can always activate Moder power in case you need to do a corpse run.
Provided you have that power unlocked, of course.
It's also not a good idea to bring loads of stuff when you know you need to pick up a full inventory to start with.
I usualy eat my best foods, bring a stamina and a health potion and make the run.
Since weapons get into the same slots they used to be in when you died, the option to fight my way out is always there.
Not to mention, the stamina potion will help me run / sprint further away. Which is even working better when you get the Eikthyr potion.
The key - as always with this game - is to come in prepared. Not to barge in head on and deal with the consequenses after.
@hushed ledge You can press V to disable auto pick, it would make more sense to change your current inventory with the grave inventory, so you can use some gear and get your things back more safely
Yes i know but semetimes you forget about it and die because your grave dosent give you corpse run until it have been emptied fully
@wraith oasis it would be cool (and a lot of dev effort) to toggle in-game music to only include instruments placed in the base
semetimes you forget about it
which is on you, not the game...
That way you can keep your character and transfer your stuff over if you want to
i don't understand the point of this if you literally can do exactly this...
I do.
Players want the game to hold their hands these days; instead of figuring things out by themselves.
So: "forget to disable auto pick-up before doing a corpse run"?
Make it so the game clears out your inventory the moment you don't have enough available slots so you can still pick up everything in your tomb stone.
I'm waiting for the day someone comes up with the suggestion that food should be eaten automatically the moment the timer of the previous food runs out..... 🤦♂️
they should add auto aim ngl (i can't aim at melee and gaem is too difficult)
Great idea, let us auto-replenish food 😄
#suggestions message I don't agree with it being 2 minutes. At best it should only be within a few seconds of planting, and before the plant visibly withers. Otherwise it defeats the whole point, since losing seeds is supposed to be a consequence for planting carelessly. As for the UI, it isn't necessarily a bug, just a side effect from them using the same base/template for each of the tool menus.
You still have the issue if carrying over 300 before you die. The point of the +150 carry bonus is actually to let you take back the stuff you were carrying without having to equip the item, in case your tombestone is camped. And honestly, I don’t want to swap power for moder just for that.
If you had actually read the suggestion and the reason I made the comment, you'd understood why I had made the comment.
People only want to make things easier in this game.
So instead of turning off the auto pick up option and thus risking they carry too much, they want another option to have the game do something they actually should do.
When doing a corpse run you shouldn't bring your entire household when you actually know your previous inventory was full.
You run in with the bare minimum, meaning one of each useful potions you already had on you, disable auto pickup, run in, open the tombstone, select to take all, get the bonus to carry all for a couple of minutes, run out and the moment you're actually safe start equipping shit.
It's not the game's fault that people can't plan things.
It's not the game's fault that people refuse to use the means given to them to deal with corpse runs and the like.
But somehow people want the game to solve the problems they themselves refuse to solve in the first place.
Edit: I wasn't talking about the Meginjord, but about the corpse run buff which gives you extra carrying weight.
I think their might a misunderstanding. The suggestion seems to be specifically targeting the idea that once you interact with your tombstone, you should auto-pickup the contents (assuming you have the slots available of course).
Currently, if your tombstone is between 300-450, which is a fairly common scenario if you’re utilizing meginjord- then you access the tombstone as if it were an inventory.
If I’m not mistaken, Shyguy wants to Eliminate that step as long as you have the slots available. 🤔
Of course, one can just ‘take all’ from this position and get the buff which should allow them to make their escape. But in the event the player has to plan every second during a retrieval, this navigation could be cumbersome.
By the way! Another band aid for this is to use troll mead before accessing your gravestone 👍
Which means there are two solutions outside of the corpse run buff to solve that weight problem........
As for Moder power:
Forsaken power
Mounting Moder’s trophy upon her respective stone will allow the player to claim her Forsaken Power. This ability will grant the player and nearby allies the following effects for 300 seconds:
Max carry weight: +300
Damage modifier: Resistant vs Frost
Movement Speed: +10%
The bold text makes it a great one for a corpse run.
Unpopular (probably) opinion, we should get log building tilesets and have to make a copper saw when we get to the black forest for the beech wood tileset
What game are you playing? Tilesets? Saws? Those aren't things that are in Valheim.
Just wanted to point out that opening a tombestone and clicking « take all » is tricky when you are in the middle of ashlands and there are I-don’t-know-how-many mobs camping the point. You may need something different from moder to survive. It is true that troll mead exist, but honestly, not being able to just press E because the weight is higher than 300 while there is a buff of +150 that seem to be here exactly to let you take a 300+ weight stuff is a bit disappointing.
It being the exact same amount as the megingjord also makes it seem like that's the intent, to make up for the fact that the megingjord doesn't automatically equip when you retrieve it, otherwise there's not really any reason for corpse run to provide more carry weight. In that sense it's a bit odd the effect is applied only after closing the tombstone inventory, rather than upon interacting with it.
Just asking: Wouldn't it be a solution to change that, while you have the wisplight equipped, the clearing radius is locked in the character? The wipslight still swooshes around the character and such, and does what it does, but this way if you sprint or fall from a high spot, the clearing radius is not directly affected.
I am not sure I understand
Are you suggesting the clear radius comes from the character themselves?
The issue is the dynamic mist clearing, so that would be the exact same.
if i had to guess
it’s because the carryweight is tied to corpse run and if you could get corpse run just by interacting with a tombstone, you could pretty easily cheese a lot of stuff with its 75% run/jump stam reduction and also 500% health regen
now you can cheese stuff with corpserun but it also requires dying one per 45s of it, but with it on interact you just need to die once and you have the effect “permanently” for as long as you don’t actually pick up the thing
Dogg’s hot take,
Corpse run buff shouldn’t exist in a ‘brutal’ game 👀
corpse run buff should depend on the death penalty slider
Just add a rudimentary version of Ratatosk Mead and remove it tbh
That's only if they didn't code it to prevent subsequent interactions from doing anything. Could be as simple as a counter on the tombstone itself when the owner interacts with it.
This kind of exists. With "hardcore" death penalty all inventory and equipment is lost. Player can't get corpse run when there isn't a tombstone to pick up.
Oh. To explain better, think as this: equip the mistwalker and sheathe it. From wiki: "The Mistwalker is capable of dispelling the Mist of Mistlands in a 5-meter radius". Now use this effect the sword has to the wisplight as well. Boom, a 10-m radius of clearing mist attached to the character. No more "The orb loosely follows the player and can briefly leave the player in a fog if they change direction too quickly."
Sure, it would remove that effect of the mist dancing around the player while running, but I guess it could work.
I understand the desire some players have to see Mistlands whole from anywhere. But as Devs said, it costs cpu-usage. And maybe this could be a solution
#suggestions message Sounds pretty cool initially 🤔
I feel like that might be tricky to implement though? Maybe?
Either wait, it’s a fun idea.
Also, thanks for elaborating, this makes sense 
Tricky to implement in what way?
Disclaimer: I’m know next to nothing about developing a game as far as like coding and programming go lol.
But I imagine exp gain on weapon strikes is something like this; the game just checks if you a hit a valid target for exp gain or not, it’s like a ‘yes or no’ type thing… maybe? Lol
So it might be a lot for the game to check the target you’re hitting for every swing beyond that. Or not! I have no idea really 
Unfortunately, we already have the existing problem when (someone correct me if I’m wrong) hitting multiple enemies at a time doesn’t give you exp per target struck, you just get the same exp as if you just hit one target.
Same thing with the scythe iirc. Hitting multiple crops still only yields 1 exp or whatever.
I'd say it should be trivial but depending on how their system is set up it might take more effort than it should to make that work
Still upvoted the suggestion by the way! 
If I were writing my own code to do something like this it would be very trivial, but what matters here is whether the current system is designed to allow access to that information in the places that matter, and if it wasn't then they'd have to redesign some stuff
though even in the worst case I can't imagine it taking that much effort to do it
the problem with the cpu usage isnt htat the orb wanders around its that it clears mist at all, as far as i understand from smiffe's explanation.
attaching the wisp clear radius to player wouldnt help with that\
So apparently, adrenaline was invented at some point after the Viking era (it never existed before then)
not invented, but surely it was given a proper name after them
I don't remember vikings knowing anything at all about chemistry, much less about the inner workings of the human brain
Gnarly Stalker 🤣
I say, rename the system to Oxytocin
The other hormones never get any love
The vikings already have portal technology so who’s to say they can’t go a little further and invent time travelling portal technology
The 'you named it incorrectly' crowd is really out here lately. 
🤓 👆 akshully
And onion soup regenerates 1 hp less per tick
yeah the regen is the main thing mechanically
more importantly go and try to make a decent stew with nothing but carrots or turnips and see how that goes
tbhh irongate couldve called adrenaline "bloodlust" when they renamed twig and nobody wouldve given a shit
#suggestions message Why is this getting downvoted? You don't even engage with the mechanic by default and it'll make the game more accessible to a lot more people
I feel like the inventory does need to be addressed. Although I think equipment slots would be a solid way to handle it, I feel like making a world option would just be an odd direction to go.
Would rather just see a universal option change I suppose 🤔
world modifiers are not the excuse for everything and anything to be added
Lamp always hangs like that when on throne
Yeah, linking inventory size to difficulty is odd to say the least, and would encourage choosing a difficulty for reasons other than difficulty.
Also, why is it strange to call adrenaline what it is? Should we rename stamina? Should we rename regeneration? Some things aren't best left to interpretation and direct definitions are there for ease of access where information is concerned.
following the logic, should we rename shield generators as well? because i'm completely sure those weren't a thing as well
Protective device? 
I agree that there were cooler, more Norse or fantasy coded names for this trinket resource than adrenaline. Fury was a great example, linking to Viking berzerkers. Could have been Bloodlust or Warrior Spirit.
Not worth bothering to change the name, but yeah Adrenaline is an odd choice.
It's really not though. It's function is similar to adrenaline, where something like fury would imply other things like a damage buff or damage reduction.
You can have a trinket of fury or a trinket of bloodlust, but this is adrenaline that you feel in combat. What do you do of this adrenaline is up to you (or, game-wise, up to the trinket you choose)
the naming is just communication for the player as to what it kinda is. But the character might know it as battle fury or something
Exactly, it's text that's literally only visible to the person behind the screen to communicate clearly what it's supposed to be. Not an odd choice at all. Would only be out of place if it were text that the playable character could see or read, like on a runestone, or spoken words like from the ravens.
What if the axe stamina usage was based on the highest skill rating between chopping and axe?
Because it's not supposed to be a choice for the player in the first place, simple as that. Doesn't matter who will engage with it or not, and that's always just a disingenuous argument to make that doesn't offer any valid support at all.
I disagree about the bucklers because they’re still solid chunks of metal
They’re heavier than they look
They should have a high enough movement penalty that there is some noticeable benefit to using 1h with no shield, and 5% is already good for that
from a purely gameplay perspective, one might argue bucklers are already OP relative to other options and don't need a buff
Maybe not higher penalty, but more punishing if you don't know how to parry well. By reducing blocking power by 50% and increase the parry bonus from x2.5 to x5. Making it good only for parry not blocking.
Yeah but being able to parry is a low bar, frankly. The timing doesn't really vary for the first few biomes.
@hallow wing we are going for realism here, white coal isn't really a thing. hence the letters are black
Well in that case...
Yeah that's fair
@granite geyser #suggestions message Good idea, would be neat if the letters had a painted look as well.
I'm sure it's been said to death in here, but the devs should really consider adding the core functionality of the ExtraSlots mod. It's practically perfect.
Mods aren't used for framework for anything in Valheim, it will be their own design from the ground up.
Oh of course. I would love to see their official version of dedicated slots. I feel like it would satisfy any person who complains about inventory space.
You know what else is realistic? Dragons, fall damage from jumping normally, carrying 300 kg without slowing down, turning millenia-old zombie guts into the best damn sausages you've ever seen, magic in general, and being able to parry the sweep attack of an abomination with your bare hands at 150 health or more.
Even if they were going for realism, it shouldn't be that hard to change the recipe to use bone fragments instead...
Bones? Are you under the impression bones work like chalk as coal does? Smiffe said "realism here" meaning with how signs are made. Using coal to write signage dates back to prehistoric times.
Oh, but it doesn't have to be realistic because dragons and zombie guts 😂
I will also chime in that the realism ship has sailed. I know a lot of players like to suspend disbelief, but ultimately it's a game world, so some things are done for the sake of QoL and general fun gameplay. Just, we want to avoid needlessly trampling on realism as much as possible. Recoloring signs doesn't really trample anything, but I suppose that's subjective. But we can already recolor text, so I mean... Does it matter?
Yea the "realism" point is pretty much just silly. If someone were to suggest to make something more realistic we'd be hearing that it is just a game and realism isn't the goal.
By the way, on a side note (I have no dog in this) but there’s a difference between realism and believability. 
"Realism here" referring to the signs themselves. Yikes I've reiterated this twice now.
It would be more appropriate just to say that the recipe is made with coal and so it would be weird for the text not to be black by default, "realism" has already sailed off of the flat earth
People speaking as if Smiffe said, "this game is realistic, so that won't happen."
🤦♂️
Why would realism begin and end at signs specifically lol?
It's such a non-sequitur argument to say realism should be tossed out just because other things happen to not be realistic. That's like saying gravity should be flipped because dragons exist in the game.
No one says it begins and ends there...?
No one is saying everything in the game should be made unrealistic, but that "realism" has nothing to do with the game design of valheim, so pointing to realism is just odd
Realism absolutely has much to do with Valheim, what in the world?
Like I said, it would have been more appropriate just to say it would be weird if the coal recipe made white text
According to Smiffe it does have to do with parts of the game design, so you're just blatantly wrong there.
idk what kind of cotton candy world you live in but I request entrance
no offense but smiffe is not the lead developer or anything lol, he is the community manager / QA tester
Or, some things are based in reality, that being one of them? Damn no clue how this is crossing people up. It's like saying doors shouldn't be in-game because we have magical wards. Both are true.
some things are, some things are not - that is what ends up happening when you don't make realism a core aspect of your game design
Or you use realism to ground other aspects appropriately.
im not sure you are understanding my point
I don’t even know who’s on what’s side right now 😂
Maybe it’s time for me to hit the hay!
Phrasing can be such a tricky thing sometimes.
I just mean to say "realism" has nothing to do with it. If realism were some sort of core tenet of Valheim's game design, the game would be a lot different. Once again - the more apt phrasing would be that it would be unnecessarily odd if coal created white text by default - not that it is unrealistic.
It does, Smiffe stated as much, and coal is integral in signage creation ever since the cave drawings.
I think that is extremely silly but okay
Once again, I struggle to see why signs in particular are held to such high historical scrutiny as compared to any other number of more important things
It is much more believable to just say it is a matter of avoiding asynchronicity with the color of the materials and the product then "realism"
It's not that deep, it's just based in reality, as are many aspects. Doors, flooring, walls, rooftops, stairs, runes, etc. It's all drawing from creation we're familiar with.
The text on the sign being black by default because coal is used is literally a form of realism, not sure what's difficult to understand about that and why the term "realism" is being used here.
if you wanna bring up chalk you can actually just cook the bones down to calcium carbonate to make it suitable
this is also deliberately ignoring the fact you can just get chalk by burning wood lol
ooo is it chemistry hour
i think so
nice 😎
chalk is just fundamentally a calcium compound the same way that bones are (and wood ashes, to a lesser extent) so unless the devs are willing to add another item for the express purpose of white text on signs then bones would indeed be a suitable option for white dye for signs
just make it require a campfire nearby as a crafting req like how you need a forge for metal objects
That's great but Bone Fragments are what was being suggested.
just make it require a campfire nearby as a crafting requirement like how you need a forge for metal objects
Okay, that seems unrelated though, and is just bending the topic a bit.
its not unrelated???? its literally how you turn bones into chalk???
if the suggestion is bone fragments for white text is bad because unrealistic then you just attach a campfire to the requirements and it becomes realistic
As far as I know, the only things the devs should are eating, drinking, sleeping, getting dressed and visit the bathroom every once in a while to get rid of excrements.
Nothing else should be done.
I'd said are you saying that bones can be used as coal would be, nothing about turning bones into chalk. You might want to just bring this up to the person suggesting it, I'm not looking for ways to make that real, just explaining why it is this way.
This is the suggestions channel. I was just making a suggestion for what they should do to improve the game in my personal opinion.
It's the suggestion discussion channel, where we discuss things in the #suggestions channel to be fair.
The bone fragments themselves should be like macaroni art, making the text look like bones while also making it white in color.
I may be mistaken or there's a language barrier happening here, but "should" is something that must be done or something that's demanded.
A suggestion is something that's proposed but can be ignored, neglected or being used / implemented if a person considers it as a valid option.
Adding "should" to a suggestion more or less means that the dev's must add something to the game, whether they like it or not.
And I'm sorry to tell you this, but that's not how it's supposed to work.
Sorry for the confusion. That was not my intention with the word "should". I was using it as a suggestion, like if someone wants more people to like their game, then they should implement certain features that their player base is asking for. I in no way intended for that to sound like a demand.
They should only do something if it's ultimately what they want to do for their game, not because people are asking for it. Saying it's something to consider rather than saying it's something they should do would be much more appropriate wording.
Can I say they should consider it?
There's miker being rude and adding nothing of substance again 👀
say whatever you want bro
other people are doing the same, don't let randos who don't represent the devs tell you what to do
irongate prob won't listen to you regardless but its worth putting it out there
Definitely has broken rule 1 a few times already.
I won't be surprised when miker ends up with the no suggestions role.
most of the regulars here don't actually do anything besides trying to be tone police and saying unhinged things like "irongate devs should be shitting"
Honestly just seems like a troll, safe to disregard and move on.
Yeah honestly I didn't expect this kind of discussion. I thought everyone here was of the same mindset. We all seemingly like Valheim and we all seem to have opinions about changes they can make to improve the game. The last thing I expected to be discussing today was my use of the word "should". At worst I thought we might agree to disagree per the channel description but I guess I was wrong.
nah people here have been cooped up for 5 years
there is not 5 years worth of content in this game so discourse has mutated into this as the norm
ngl i was pretty grossed out when I started posting here for PTB stuff
Alright there's no need to speak so generally, some people are just more literal, and you can always do with that what you will.
Thankfully Rory seems to have some patience about him, unlike some people.
The problem is just with language in general. It's very easy to use slightly wrong wording which can completely change up the meaning and intent of what you were trying to say. I feel it's a good thing and healthy to have these discussions from time to time to help clear up misunderstandings and get on the same page.
I can't argue with that. I feel like we all have good intentions here. It's also hard to convey emotion through text. What may sound direct and rude to the recipient may not have been the intention of the sender. I find it's always best to assume the best in people until proven otherwise.
i'm going to give devs respect and benefit of the doubt
and assume that they will not take offense at someone saying they "should" do something in a suggestions channel

if others cannot do the same it might be time to look inwards
#suggestions message I’d agree on something similar for DN, but please not another armor set in mistlands
Unless it's real light armor instead of mage armor.
Although it's not as necessary, but would be nice.
what was it (suggestion deleted)
Not sure why this is getting downvoted. All other food in the Ashlands (and most food in general) uses local resources, as far as I know. Requiring sap to get any Eitr is a massive inconvenience, particularly in No Portal worlds. It's especially bad considering how much sap is required per recipe when compared to how much sap fits in a stack. Even if you go back and load up a ship full of sap, it won't last long.
I get that from a lore perspective the ingredient needs to be connected to Yggdrasil, though. So could we get some new resources that are related? It's a big @&# tree. Like any tree, surely it sheds some branches that fall all over the world.
to be fair not all eitr foods require sap but the mushrooms and aspic are mistlands-only resources barely count
sap is already 50stack which i think is the highest for non-arrow non-seed items so im unsure what the fix could be
i suppose you could give like an alternate recipe, where it takes more but not sap, but that doesn’t really exist in the game so it’d be a new mechanic to solve an annoyance
i would say something like “something fader relic does (similar to artisan table) is just make a sap condenser” to passively generate sap anywhere but is slower and probably way more expensive but also that probably wouldn’t happen because there’s rarely a time where things get completely upgraded over
smelting, which would be a great option for something like this, doesn’t get upgrades like that, with the blast furnace only taking blackmetal and flametal, instead of all ores
A mage set looking similar to bog-witch
With extra elemental resistance (which was not my favorite part of the suggestion but why not after all, if we get to DN we can expect to need more resistances)
ah true, could be cool
@granite geyser this is what Cloudberry jam looks like..
Don't we have white banners in the game made out of cloudberries? 
Hm.. might be moldy berries then 🤔
Cloudberries are also white in game, compared to ranging from red to orange irl, so either that should be changed to be more accurate (and have a replacement material for white banners), or in their current state they remain a valid source of white dye/coloring for things like banners, etc.
At the very least make it so they give 2x, 4 sap for one singular food item is a bit extreme
Sap is one the easiest materials in the game so idk what would be the point
Fair, sap is pretty easy, but 4 sap per food makes it steep. It takes 40 sap for 10 food items
I agree that it seems a bit high on paper, but in practice it actually doesn’t feel too bad 🤔
Especially if you stay on top of your collection, treating it like bees kinda
It's infinite and is collected passively and afk.
You are just mentioning the compensation of why they're so easy
They could make food cheaper, but I'm sure that means making sap harder to collect as compensation
In my Eitr playthrough, I was definitely worried that sap would be a bottleneck. But yeah, if you just casually collect when you remember to the sap river flows.
you just need like a good spot or two with a portal and multiple extractors running, and it's functionally never been an issue for me
at some point, sap felt nicer than magecaps
since it's just press E instead of pickin and replanting
If it is so, this got me thinking that the more wisp torches around the laggier it is? Which led to, if I could theoretically place wisp torches all over a land of Mistlands, that area would be unplayable?! 
Dude, in my world I found a place with 7~8 within 100m radius. And when the root says "dried, extracting slowly" I just leave the area and return a few days later.
now that's a spot!
The only "issue" was finding a bunch of the sap extractors... I may have around 12 extracting iirc
actually the bigger issue is early on since the eitr refinery is competing for sap
eating 4 sap instead of using it for the refinery would be a crime
That's true hehehe... I'm full set late game. So that spot, tho slowly, sure gave me lots of equipaments hehe
Not really, pretty sure the main cpu consumption comes from a MOVING source of fog repellant, meaning have to constantly calculate fog movement. @wanton atlas feel free to correct me.
in practice i just eat feasts and seeker aspic because i'm too lazy to farm sap
Inventory-Slots could also cut the weight of these Items by half...
Because carrying a suit of chainmail in a bagpack feels much heavier than when the chainmail is wrapped arround your entire body
Eh, maybe I suppose. But armor weight is pretty negligible in my opinion, and there are already so many ways to increase carry weight. But it’s not something I would be opposed to.
Reduce the amount of inventory slots!
only have the hotbar available
@open crystal as interesting as actions taken influencing rested could be, I feel like having the debuff negates too much of the rested bonus, and having to dry off takes away from the time you're gaining.
I would much rather have a steam room or something like that.
The strat is to dry off as quickly as possible after you get out of the hot tub 
I would guess, but yeah I’m not a fan of the suggestion either
I don’t think there’s a lot to be gained by adding more nuance to the comfort system, it already functions really well imo
Yeah that'd be the way, but either way you're still losing a bit of the time you're gaining.
Almost like sauna?
Yeah, as someone who actively goes to nordic spas, the rested feeling from a eucalyptus steam room is unmatched
I get a rested buff from my firepit in my backyard, does that compare you think? 
I wish I could say yes
fair points. Just feels like being inside the tub would make me feel more rested then just having it in the room
Any pointers on my suggestions for inventory changes or other realms? I might make them onto mods
You are literally saying what I mean is happening. Bigger pushing radius = more cpu power usage
Dont believe i was disagreeing with you smiffe, just the person saying static wisplight torches would cause immense lag.
The game constantly recalculate almost everything. This is how almost every game works. Each tick, it does the whole program.
So, the fact the wisp is moving does not change anything I guess.
No the wisp moving would affect whether or not the particular mist object has a move away order applied to it, and thus how much CPU is being used.
Suppose they coded it so the mist is comprised of many mist particle eminators and the wisp has an invisible spherical hitbox. "Normal" cpu usage is remembering the location of each mist eminator. Anytime a mist object comes into contact with this hitbox the game:
- Calculates the direction opposite the wisp that the mist eminator needs to go, and gives the mist a location in that direction that is a safe distance for the mist to go, IE outside of the wisplight's hitbox.
- invokes the mist's Move routine to go to target location. This involves accelerating to start and decelerating to halt, which is why you can actually see the mist flow in and out.
- not sure how they cause ghe mist to flow back to original location when wisplight moves, but probably similar scheme.
With a torch, you run this routine once when its placed, on every mist eminator within its hitbox. With a Wisplight, you are constantly running it on new mist objects youre walking towards and leaving behind.
-
that you're not the first one to suggest them
-
won't happen, at all
i think that’s the fastest way to speedrun mostly negative steam reviews lol
Don't suggest all the ideas at the same time, or you'll get feedback on all the ideas at the same time. I downvoted because I don't like most of the ideas, but there were some interesting ideas in there.
i’m pretty sure lists are explicitly against the rules of the suggestions channel
I'm not entirely sure that applies, because they're all just examples under one idea.
true
Though the "bonus" does cross that line a bit 
Funny how other people completely misread the title of this game and instead of "valheim" they seem to read "Valheim + Friends" or "The 10 Realms of Norse Mythology"
so funny
People be asking for the next game before this one is finished, basically
Am sure ypu probably remember my opinion of this matter haha.
Think it would be cool if the buff strength increases by say 1% or 2% per level of comfort, that way even later additions still have worthwhile impact aside from just +1 / +2 minutes of duration to an already long lasting buff. 
But it's not that big of a change, so whatever. 🤷♂️
Comfort as a whole has not seen a lot of expansion as a mechanic and you only gain +1 comfort from ashlands, and +0 from mistlands.
12 of the 17 current cap is available by swamp.
(Setting aside maypole and yule tree, for cap of 19)
tbf +1 or +2 minute in earlygame is actually noticable
+1 or +2 from 20->21 is much less useful, not just because of the diminishing returns of adding flat to a bigger number
but like,, with how the day/night cycle affects adventuring the extra timer just stops being useful because then it just becomes nighttime and realistically you just go home when it hits night and thats only like 15-20 min of adventuring so having a 25 minute buff means nothing since you cant adventure long enough for the full timer to be used
people asking for a game within the game
like a MMORPG basicly. but with max 10 players
then it would be a Minimally Multiplayer Online RPG
Massively Magnificent Odin: Ripped Pagan God
For what I know game do this everytime. Else how do you take in account any movement/changes in the game ? But I don’t know how Valheim is programmed. I am just doing with my small knowledge of Computer Sciences student (and I am on my first year so don’t take my words as general truth)
#suggestions message Higher weapon levels grant more knockback? 🤔
#suggestions message This is a neat idea! But ultimately I’m against it, because it would be strange for an early pierce of gear to have an effect that is irrelevant until way later in that game. Alternatively, if the hat was moved to Mistlands tier, it wouldn’t be good to lock non-cosmetic gear behind a seasonal event.
Yes it does. Wiki states up to lvl 100 weapons skills gain +141% to damage and knockback.
And it is noticeable when you level them skills up.
The knockback is based on the damage variance which has its range determined by skill level
Something being rendered stationary doesnt require as much processing as something being moved, since the movement involves the physics engine simulating a force being applied to an object causing acceleration and deceleration.
This is why increased radius of the wisplight would cause performance issues, a larger amount of mist objects would need to be moving away from and towards the wisplight as you move.
I said this:
#suggestion-discussion message
What you said returns to my solution(?) presented above.
Cause every sphere of mist is an entity in the game and a lot of these entities overlap each other and when the wisplight clears those 'overlapping areas' it needs a "double calculation". And with the wisplight wandering around the player at all times, the ticks need to check the radius of the wipslight, passing thru the mist it is going to be cleared every time the wisplight moves. Is it right?
Knives are already OP as is...
The difference being made is insignificant. Sure overtime you would in theory clear less mist with it directly on your character, but the processes will be virtually the same in the moment.
This would also make running around more difficult, as the wisp flies out in front of your character while running.
Not only that, knives naturally have a very short range, so increasing it doesn't make much sense to begin with when it's already in a good and fair spot as is.
The devs say increasing the radius of the wipslight will directly affect the performance, which is true. Increasing a single 1m in a sphere is a lot because it counts as volume³ that could potentially double the calculations needed.
In my first play-thru in mistlands I was sneaky, double checking where to go and the wisp made a good job. However, the more I got comfortable to the biome, I felt the less wipslight cleared mist. And that's because the W.light wonders too much to random directions and does not follow the character's direction. Hence, I always had my Mistwalker sheathed with me.
Maybe the find another solution, changing the mist-entity to an object or making that calculations are simpler....Dunno. Who knows?
You can reorient the wisplight by running, it will shoot out in front of you. It's not meant to be an absolute solution to the mist.
regarding the wisplight radius. one solution that does not depend on moving a lot of fog particles around is to decrease the opacity of the fog
you could do a check like
if wisplight equipped == true
___render all fog opacity at 80%
Unclear what you're saying tbh, the mist is 100% transparent where the mislight is.
more clear now?
I'm unsure what problem you're trying to solve with this
making the wisplight more effective without wrecking performance by exponentially increasing the particle count.
It would be the same effectiveness, as the particles would just be stacked against eachother.
That does not make sense.
The point is that increasing the radius of the wisplight isnt feasible becasue it creates a shitload more animated particles.
the fog in the mistlands isnt one big lump. the fog is made of a bigass stack of effectively smoke particles like you would get from a campfire.
the performance issue comes from moving them.
so instead of moving them. make each fog particle more transparent.
I think you're confused as to how the mist works, nothing is moving the mist, the process behind mist clearing is far more simple than that. The issue comes with the player clearing mist while moving within it, not the mist moving(which it doesn't).
If two mist particles are in front of one another, you have 80% opacity + 80% opacity. That is 160% opacity, or... 100% opacity.
Your idea is actually already how the mist works, as you can slightly see through individual particles, but as they stack in vision, they become a dense cloud.
first of, thats not how opacity works. 80% opacity + 80% opacity = 96% opacity
secondly, i meant 80% opacity out of whatever the for opacity is right now
but assume you're right about the fog.
lowering the opacity of the fog while using the wisplight would still somewhat solve the problem i want to solve.
That's exactly how opacity works. If you create an 80% opaque layer on photoshop, duplicate it and sit on top of the other, it will be a solid color. This is what is taking place. Lowering the opacity does nothing but alter the mist in the immediate area, if you tone this down too much, you stand to completely alter the disorienting feeling of the biome.
yes, if you set the colour mixing to additive.
which is not how opacity generally works.
you can change it in the layer settings (probably, i only have paint.net)
Well exactly, as particles rendered in real space, it can only be additive.
there is absolutely no reason it would not be multiplicative
aside from if you want to create a rather jarring visual effect
Because it isn't rendered on the same plane as an image would be.
A good example would be tinted glass in real life, when layered becomes solid black. It's additive when viewed/positioned in a certain way.
we are forgetting that the whole 3d thing is a clever illusion created by your graphics card by projecting hundreds or thousands of triangles onto the flat surface that is your screen.
if you have a screen that physically lets through 50% of photons that hits it, and then put up another screen that lets through 50% of the photons that hits it, you end up with 25% of the light you started with. not zero
you might be thinking of the edge case that is polarised light, but that is not a standard screen nor the standard way tinted glass, plastic, crystal, water or oil behaves
Uh, definitely just referencing how unity handles particles, and how it works in game. Not sure how this applies to the discussion here.
While the wisplight wandering around does add a tiny bit of extra processing vs just having your character be the source, the main source of cpu consumotion is that your character is constantly moving into new mist.
Pretty sure two layers of mist does not equal 100% opacity. And i doubt the opacity would be calculated additively rather than the more accurate multiplicatively.
I never said that, I said two layers at 80% opacity = 100% opacity. The opacity isn't calculated at all, it is additive because of the physics within the engine.
Not sure why people are so against greater food variety, having a larger choice to choose from even if offering same stats can let you specialise into certain foods depending on the environment and food you have available
Afaik bear and bonemaw serpent meat are currently not used in any food recipes other than their cooked variants
For my part its that there are already enough food varieties to satisfy any playstyle, and more foods clogs up the cooking menu as well as food chests.
I think the menus are well due a redesign with all the updates over the years, such as categories by biome or tier or whether they prioritise health stamina balanced or eitr
because valheim isn't suppose to be all things at once as you start out in the game
I mean you’ll unlock them as you go along though right? I’m against overwhelming the player in the early game that’s reasonable but the current implementation has a lot of ingredients being underused and others overused
A half eitr half stam food would be very cool 
Almost as if the game was unfinished
It gives me the impression bonemaw meat will be used in the final biome foods but the bear meat? Why wasn’t no new food introduced with them?
All this bear meat I’ve been harvesting since the Black Forest is only going to become relevant in the final biome of the game?
There are many things from early that got expanded uses later
They don't do everything at once
Plains has been there since day 1 and only got another armor set... Four years later
It's because it's an overly generic suggestion that just boils down to "add more" or "develop the game", with 0 details or elaboration provided. If there were actual ideas being presented then it would probably have been received better.
Yeah that’s a good point
Like all those "add content to ocean" suggestions too. What kind of content?
Whales of course 🐋
Or Kraken boss. 🐙
They should just add starred serpents and tell everyone to shut up 👼
They only spawn and stay way under the water where you can't reach them though.
lowk i think whales would be cool for a deep north tier ocean addition, make hunting them be kinda like serpents (but slightly more annoying) and then you can use the whale oil as a material for something, maybe as a fuel for a new light/heat source?
I've always thought that whale oil could be the enhanced resin, 2x longer burning on all fire objects
that could be fun
Whales were completely harvested for many aspects by Vikings though, down to whale bones as knives
yea i just figure idk what else to have the other stuff used for since we don’t really have alternate material recipes
i guess it could just drop a bunch of whale meat bone fragments and entrails but
It could be the missing link for serpent scale equipment and utilize whale bone, chitin and serpent scales.
I see that suggested often enough 😛
actually yes that would be cool, make that the wet resistance item
That would be quite nice to have after or during the endgame
probably during endgame (same way ask armor uses plains tier stuff but isn’t accessible till ashlands)