#suggestion-discussion
1 messages · Page 72 of 1
the suggestion aims to remove a core mechanic of the game, and that doesn't sound like something the devs will ever like (I wouldn't if I were them)
Imagine:
You are entering the mountains for the first time, turn around a large boulder and boom there's Moder sitting in front of you, 10 meters away.
She sees you and starts to chase you down, eventually killing you because you ran out of stamina.
Same can happen with Eikthyr, the Elder, the Queen and Fader.
Only Yagluth could be avoided because the plains is the only biome where you can see further ahead than 5 meters due to there being no items to obstruct that view.
on the contrary: what would be the benefits of having them roam the biome? Why should they do that?
To me it feels more like adding an RPG mechanic to a game that isn't an RPG.
sunds fun actually XD but yeah maybe as a modifier it wouldn't have to be a vanilla valheim dificulty
Roaming bosses is just awkward for gameplay
🤔
I think roaming bosses would be really cool but just does not fit with the game
trolls abominations golems and the sort
usually you'd avoid them early on
except the super pro gamers
Yeah like those are sort of mini bosses and they are roaming
with how rare the first two are, relatively, I wouldn't waste any chance I get to take one down tbh 😂
I find both all the time especially trolls
I have always, always, always wanted a game that is both an open world survival but with monster hunter style large enemies that just more naturally roam the world (more as just a part of the world and less of the games primary focus). 
it's not that I don't find them, it's just that whenever I'm really looking for them they never pop up anywhere, so I just switched to "Imma explore and take down whatever stands in my path" instead
Valheim though.... velheim is not the game for it I think.
We basically have mini bosses in the form of occasional big enemies like the troll.
world modifiers are not the excuse so anything "should be added"
some things clearly don't work regardless. roaming bosses being one of them
Cookins seems terrible right now, my friend cooks for 3 people for 50+ hours, still below lvl30, and she's not dying very often, her other skills are around lvl50
I'm confused why I immediately got thumbs down on my idea to make the black metal chest, which is supposed to be an upgrade to the reinforced chest.. an upgrade to the reinforced chest
because it doesn't take much to decide whether you, me, or anyone else likes an idea?
Well I'm not like against him or anything for having his opinion, I'm just curious of why he doesn't like the idea
I personally also find the suggestion kinda pointless, since I'm used to black metal chests having that size for that kind of inventory...
or rather, each chest is progressively bigger to show their increased inventory, so...
Well yes but when it comes to storage the reinforced chest is just far more efficient. More item space less floor space, so out of curiosity what makes you like the black metal chest over the reinforced chest? The model? Themes? I'm just curious because I do personally like the appearance of the black metal chest more than the reinforced chest
I never said I prefer the black metal chest...
I said I'm used to it having that size for the invetory it provides
Ok then
am I using it often? No, I just use it mainly for decoration or for some far away place in my base where I don't need a large amount of inventory space
my storage system is either made up of normal chests or reinforced ones
Ah ok, I can see that for that scenario
on the contrary, if they were to resize the black metal chest, there wouldn't be much point in any other chest at all...
Well yes that's kind of the point, it's an upgrade. For example there's no reason to use the Flint axe if you have the black metal ax
uh, the upgrade part is something you came up with, though?
does the game ever tell you it's an upgrade?
In pretty much the same way the higher tier weapons tell you there an upgrade, which they don't on paper but very clearly are meant to replace the ones before them
actual upgrades would "eat up" the previous stage, leaving you with the new, upgraded version of the item
Actually that gives an interesting idea, maybe having the ability to upgrade each chest manually after placing it, probably wouldn't add to the immersion but is something interesting to think about
I do believe the definition of "upgrade" should be, uh... "defined" here
because each single weapon does have upgrades, up to lv4
but I wouldn't really call the iron sword an upgrade to the bronze sword, since I'm literally using another weapon
it's an overall improvement, sure, but not an upgrade of my original sword
which is what I meant by "the game doesn't tell you it's an upgrade"
"the using of better materials to create an identical thing except better in every way and meant to replace the original item"
As in not comparing bronze sword level 1 to bronze sword level 4, but comparing the bronze sword to the silver sword
just chalk it up us having different views on the word "upgrade", then
a black metal chest is not an upgrade of the reinforced one
what a pointless argument
I wasn't really trying to make it an argument, I was just curious why he disliked the change idea
🤨
I believe you're thinking of the word "reinforcement". "Upgrade" is a shorthand that most people use to just mean "better". But reinforcing your weapon/tool through whatever workstation is more of a reinforcement to the item rather than an upgrade to that item
yeah, uh, sure
Personally I think the most useful use of the BM chest is to store all your trophies and some spare clothing in.
That way the chest is able to use its looks, the somewhat better storage capacity and it won't cause problems because it's larger.
But that's just ihmo.
Yeah as it is I'd say it works fine as like a trophy chest, although I have no clue about the personal chest
The proportionate amount of space needed for the added slots roughly evens out with the other options, so it's overall not really an upgrade. A black metal chest is great if you want to access a bunch of stuff all from one place, compared to dividing it up between 3 normal chests, but in terms of slots provided to space taken, there's not much benefit picking any one chest over another.
A sidegrade is a more appropriate term, kind of like the blast furnace and smelter relationship.
Imo the black metal chest is better because the materials used to make it are much more renewable. One less iron sinkhole to deal with.
The word "grade" comes from the Latin gradus, meaning "step, stride, or rank". In English, it has been used to mean "a degree or level of quality or rank". In other words yes it’s an upgrade
#suggestions message have this been suggested? i was trying to find for similar suggestions but couldnt find any, "similar messages" included other meanings for "slide", "sliding" or "track"
First time I’ve seen it, personally I think it’s a good one
Yeah idk why there’s a recycle
@smoky pier
Maybe I am missing something here, can you not just make more room for the chests?
I have been around here and seen it all, yet the door suggestion seems like a new one to me.
You usually just see the desire for large gates and drawbridges 
More so the reinforced chest is just more space efficient, since it has more storage space for the amout of floor space it takes up
Don't worry about the reactions really.
I think Smiffe just misunderstood the idea tbh
I didn't even see who put the reaction 
Okay but the BM chest is still storing more, if that's appealing enough you will just make more room for it no?
The black metal chest stores more items per chest, but since it is so much bigger, it is more efficient to use reinforced chests since you will have more items storage for the same amount of floor space
You can fit more reinforced chests in the same amount of space you can fit less black metal chests
One the space is made, it's permanent, in most cases you might save a small amount of building material to be slightly more space efficient.
I have seen a few breakdowns and why everyone suggests avoiding the BM chest.
Its size increase just does not merit the inventory size increase. 
I might use them only rarely when I know I plan to have just one chest somewhere.
I mean, if you really break it down, you're saving very little in terms of materials to make the space needed.
https://www.youtube.com/shorts/q-PWx41XxFY Somethin like this
The most efficient storage method in Valheim is not necessarily what you'd expect? Let me explain…
When it comes to storage, there is only really three valid options:
- Regular Chest – which has 10 item slots.
- Reinforced Chest – which has 24 item slots.
- Black Metal Chest – which has 32 item slots.
So, at first glance you might t...
Well considering you can build to your heart's content, the space is never locked.
Yes i can build along a line infinitely... But that doesn't mean I want a line of chests just protruding out of my house, and I also don't want to completely remake my house just to fit those chests
Yeah, they're better for space, but my point is no one is ever really out of space.
Walls
bold assumption
Making aesthetically pleasing builds, sometimes you are very much limited on space
Unless someone has a structure the size of valheim map I guess 
Aesthetics is often the opposite direction of efficient though
Well exactly, it'd just take a skilled builder to consider the space they'd need.
The materials and time needed to utilize BM chests wouldn't be very different.
It stores more for a slightly larger setup, in the end that'd be more handy for mass storage
Example?
If I need a large amount of items, I could get more from accessing one BM than a reinforced chest.
Less jumping around for mass items
Why not go for 48 slots vs 32 then
Say I need to refill torches for a very large base and I need resin
That extra click isn't that big of a hassle
Because I can just hit taken all once and be on my way
Well neither is an extra width or two for flooring right
🤔 pretty sure 24*50 resin is gonna be more than enough
That's literally 200 sconces refilled
You're missing the point
vs 266
Don't get crossed up on the logic of the scenario 😅
?
More storage spaces = less storages accessed inherently
Build to fit, and nothing ultimately is lost but initial time spent and a bit more material.
the thing is
the build to fit just doesn't make sense here
Because 2 reinforced makes 48 and takes up same space as blackmetal chest which provides 32
I don't see why not in a game with such building freedom.
Right, but you're accessing two chests to benefit.
And in the example you provided the logic of that just doesn't hold up
Why's that?
200 sconces vs 267
And mind the fact that clicking on an extra chest takes literally 2 seconds
Yeah you missed the point there.
Then explain it
I did
Because what it sounds like is that you're saving on 2 clicks for the downside of losing 16 slots
and that just isn't a good explanation because of that ^
You have those slots, they're just not as compact
The space needed is bigger but you get more per access.
That's not true though
It's factually true.
You can fit two reinforced chests in the same space 😂
BM has more slots. More per access.
More per access is a shit metric for a chest, If it means being less efficient in storage slots
Ye lemme just build giant warehouses, storage problem solved 😎
It's an odd arguement
If you're gonna go the infinite space route then why ever bother with higher tier chests, and not just go wood
Most times I have used this storage method, I have half the supplies in one chest, and the rest in another. When I consider the space a BM chest needs, it just allows me to put most things together for easier visuals and less chests accessed.
This.. I am telling you it's less accessed. That'd be the opposite direction of my point
The less access thing just never makes any sense in any context what so ever
I can confidently say this as someone who has done large builds with literal thousands of wood, core wood, stone, resin, etc
I just gave you context, half my supplies are split, where more slots gives me easier visuals to truly consider what I have within one inventory.
Way too fixated on "ease of access" when iron chests provide basically the same utility because you can never properly utilized the 32 slot bonus vs 24
I only have to E on one chest
It's not a fixation, it is just not as different as most would imply because you dont really need to run out of space with enough foresight.
imo the best support for black metal chests would be the fact they don't cost fine wood and iron lol
That's the obvious point people make, I am just advocating that space efficiency is a bit of a non issue in a game with as much freedom as Valheim
It's the most obvious point but it's the most sound one
I am not going to say you're wrong, but I can only assume you can't see where I am coming from with the point I am making.
I can see it, but the point just isn't logically there for me
Like it's really grasping at straws
It's pretty basic tbh, more storage per chest is just that, and space efficiency is only as valuable as you see fit. As someone who doesn't mind building, the point doesn't register.
I just don't see the qol
Like sure it's 32 slots but is it really that hard to click one more time and get 16 more?
Like the oppurtunity cost of 1 click is like meh
Rather than accessing 2 chests to locate a trophy, I access one and move on. Make my bait and it's just less flicking through chests.
See for me and organized inventory system solves that problem
And then I have the benefit of both efficiency with storage and with clicks
Yeah this isn't getting through I guess
No it is I see what you're sayin
You're suggesting having more space taken to be further organized to avoid that. Why not just have it all in one place and ditch the additional need for that organization?
It is, because ultimately you'll carry that organization logic through, where the boxes that are used to keep everything easily identifiable could be used for something else entirely
Yea I guess this isn't getting through
If you have 5 boxes in 1 space, and 3 or 4 are used for say, biome specific trophies, you're underutilized in your slots inherently
That's not inherently true
Where 2 BM chests on top of eachother easily.hold every trophy
If you're good you can maximize all chest storage and just take advantage of that 48 vs 32
Where 4 reinforced chests on top of eachother easily hold ever trophy too, and you can organize them just fine
But then you're flicking through to see what is where
Not if you have indicators or just remember lol
Right that's where I said using 4 to keep organized is hardly different space wise than just utilizing larger chests
Except you can hold more, which is inherently better
But in the case of trophies, one of the more abundant categories, it'd be overkill
Then you can squeeze other things in if you truly desire
Like puke berries, coins, whatever
which saves on space
Well that's just it, sacrifice a degree of organization for the space, not exactly different than BM chests issue.
But you're sacrificing the same amount of organization for just more slots compared to bm
In fact maybe even less if you plan right
That's not what I meant
I mean in this you apply an amount of disorder by introducing new things into the container, but since the containers are more separated and distinct the discorder naturally decreases
It's becoming difficult to type on my phone in the sauna, and I feel like I am hearing the same arguments, so we just don't agree and that's okay.
Great 
Just getting home and was curious how different the increments could truly be, but the same space = the same amount of total slots with less chests on the BM side.
It's more compact on the height side of things as well.
Except the chests on the left have extra room left over that you adjust for and build one extra 2m floor for
Both have room on the left of the chests
Aight word that's incredibly hard to see with that angle provided
i think your placement isn't as aggressive as it can be
15 iron chests = 360, 10 bm = 320
Mind that I even made the iron chests unoptimal in this case, be a % better if extended by 1 floor over
My example is just as overlapped as that video you'd sent, and assuming that most people wouldn't want chests clipped into eachother to keep from accessing the wrong ones by accident.
the chests are all 0.9m (for reference blackmetal chests in this example are roughly 1.1-1.2) ish in width here, even when compressed
and it's easy to see where they're divided imo
Still, I think this difference isn't as huge as outlined, and I didn't even set out to prove it was this little of a difference tbh, just how much additional space would be needed for the same slot count.
It's interesting to see imo, and even with 15 iron squeezed, you'd just need 1 more BM to virtually make up for the 40 slot difference.
that's not the case tho, if you add the 1 bm here you add 3 more iron chests
I'm not saying you'd need 3 more slots of iron, I'm saying if you want the same amoutnt of slots afforded by 15 iron chests, it'd just take 1 more BM.
i didn't say you need 3 more slots of iron
i'm saying you could fit 3 (72 vs 32 😂 )more slots of iron instead of 1 bm chest here
You just said but you could just add 3 more iron, but I'm talking about slot count.
Fools. You’re all failing to see how superior the personal chest is.
15 iron chests squeezed = 360, 11Bm = 352, with only one more floor width necessary for virtually the same amount of slots with less chests to access.
But it's not 15 iron chests here, it's 18, Same space taken up
Oh I didn't count, you'd mentioned 15 and 10 directly after.
It's 15 in the old scenario, it's now 18 if you're adding 1 to the 10
Yeah you're failing to see my point.
I'm really not, I'm pointing out the inefficiencies and rather engage with them you think I don't see your point
BM is only 2M(slgihtly less) additional for the same amount of slots
If the difference is that little, it's really about what you like.
But you can fit 2 or 3 more reinforced chests in that new 2m space
So why are you adjusting parameters for only one side of the equations?
Right, but you only need x amount of slots.
It's manipulating and cherry picking data at it's best
Both are within the same range to acheive space wise, one isn't extremely better
Both are within the same range to acheive space wise, one isn't extremely better
I'm comparing space needed
They are the exact same space, EXACT same space
Yes, 1-2 floor sizes.
352 > 432 🤔
I don't know how this is so difficult to comprehend.
I comprehend it, the logic just isn't there on your end
Once again basically shrugging me off as if I don't know what I'm talking about when I do 😂
10x10 house, basement has 360 slots and iron chests. 10x11 house, basement has 353 slots and BM chests.
The amount of slots you'd need in this case would only need 1 more width
so why not fit more reinforced chests in if you're gonna be spending that extra space anyways
you see what I'm saying?
Because you don't want to flick in and out of chests and you want to see inventories clearer.
It's literally 3 more things to click (at best)
Right, and it's 3 less. It adds up.
So you'd sacrifice 80 slots to save maybe 3 seconds
One time addition of walls and floors, or permanent addition of more chests to deal with.
And mind you how hard is it to keep track of where things are
I think it's just fine if you're saving time and the difference isn't vast.
🤔 tbh i don't really think you save any time of any value
If you wanna save on time there's much more fat that you can chop off
I felt much less cluttered when I switched to BM chests, and my setup isn't even space efficient
Aight if you wanna go subjective then whatever
I could keep all mob drops in 1 chest, and have my runoff in a little cubby underneath
But with proper play and planning, reinforced chests are inherently better
You said anything of value, but how you feel is valuable
where'd i say that
Being able to see and manage inventories faster is just nice
any time of any value, and I value that time because I feel less cluttered
I said time of value, not anything of value
But value is subjective
Time of value meaning saving on time
It's why the barter system existed
Sorry speedrunning term, has nothing to do with emotions
Well as a speedrunner you should see value in accessing less to achieve the same result.
Uh
Yea see here's where you memorize and locate stuff faster rather than access each thing each time you bank shit
I wouldn't go down this route if I were you
Why's that?
Because that point "Well as a speedrunner you should see value in accessing less to achieve the same result." is pretty stupid in that context
It's really not, speedrunning can come down to milleseconds, and menu skips can be huge.
Any speedrunner will tell you that they memorize where everything is and don't access all of their chests over and over
Yeah, I never said that, I said access chests less.
The amount of chests is irrelevant
Even if you know where everything is, it's inevitable you'll be accessing more chests with more chests to access.
That's just not true
So some chests sit empty?
no?
So if every chest has a use, and you would have more of them, you'd be accessing more chests correct?
I don't follow here.
Yea which is why I advised you to not go down this
Because you have no real back up to this point or?
Because your points are illogical
More chests = more chests accessed. That's just how it's going to go.
And it's like having a convo with someone about thermodynamics when they haven't even taken chemistry 1
no that's just not true in any case
If you're good 1 interaction = 1 interaction regardless of how many chests there are
It's really not because I've 8 years in university for computer science and game design, and this is just basic usage terminology.
Damn
Failing to see how 1 interaction = 1 interaction to access regardless of how many chests there are
Because it's incremental, and you won't always have control over what needs accessing.
heh
You're supposing that you'll only have 1 type of thing to put away each visit.
You always have complete agency and control over what needs accessing though lmao
If you're efficiently banking yea you're only have 1 type of thing to put away each visit
See that's where being in comp sci for 8 years doesn't help, you actually have to be good at playing the video game
Okay, but that assumes how people would be playing.
This is literally in speedrunning context
This is surrounding general usage.
Adjusting the goal posts 😂
Ah I see where you got switched up.
Nah I ain't got switched up you moved the goalposts and now pretended i'm the issue
The chests is the point, the speedrunner comment was to perhaps shake some time saved logic loose.
Even in broader use, the 32 vs 24 slot difference makes very literally time difference in banking
It all just comes down to planning what goes into your chests accordingly, that's what saves time, not the amount of chests accessed
But the same can be said for space saved.
That's been the whole point I've been making.
And I'm saying that you can bank very efficiently with 24 and 32 doesn't make a difference and actively harms yourself by losing out on efficiency
The chest access point was raised when you questioned why anyone would use them, and I gave examples alongside reasoning with my own experience.
And they're all mute (the examples)
They're not, because you're agreeing it saves time, and didn't dispute that the saved space isn't so extreme that it should be only approach.
You just don't value it.
One approach is objectively better than the other
I think objectively is flexible here, considering the same space in my example netted the same slots, and even saved space vertically.
Your example was cherry picked data to fit your narrative
In a logical optimized example one clearly out performs the other (80 slot difference for same space)
I threw it together in 3 minutes, nothing cherry picked, just a happy accident.
Even then, it's only by ~2M
Brother you cannot still be confused on that 🙁
It's illogical
+1 floor = the same slot count you would have with 15 iron chests
+1 floor means you can add more reinforced chests in that same exact space
Is it more space saved? Sure, but you never run out of space, and you get to access less chests.
So you're always at a net negative
But you wouldn't need to if you only need ~360 slots
Sure, expand the whole building, get excited about having more space.
It's not a big deal, and you don't need to commit to any standard in chest choices.
So I can have my same slots as the blackmetal, but also have a ferment
And you tell me one isn't better than the other 🤣
Sure, but you can do that no matter what, because you have the freedom to do so.
If it were +5 floor spaces, I'd be crossed up a bit.
But it's +1 per 15 squeezed iron chests... that's a LOT.
Stacked vertically, insane storage already.
But the claim one isn't better than the other is just false
Wall to wall, you can't use that much without ignoring the obliterator.
I never said that, I said it's not as extreme as some people make it out to be, and there are benefits to accessing less chests.
it's +1 per 2.5
If you want the same amount of slots, I've said that about 8 times now.
But it's not the same amount of slots, iron will always be greater no matter what, even if you want to somehow even it out iron will always have some form of advantage
Such a minimal advantage it's virtually pointless to mention it.
It's not minimal
Being able to squeeze more into a space has intensive value in both aesthetics and mechanics
You save 1 floor space every 15 chests?
In a game with limitless building potential, that's minimal.
Many builds have dimension restrictions to make them look pretty, that difference adds up
btw guys
you are chatting here for already 2 hours and 40 minutes straight,
what a stamina 🤣
That's fair, but in that same logic, this would clip through in a short ceiling basement. So that can be said for BM chests as well.
Not a good example
You mentioned dimension restrictions, short basement space is very much a thing.
You can squeeze them into a 2m h and have no issues with clipping
Hmm, let me try
This is directly under the floor before texture clipping, and I can't place underneath, am I missing a method to this?
think out side of the box
give me one sec i'll give the demo
With room to spare too
Are you having to angle underneath the chest?
Do top layer first, adust top layer such that you're pleased with height, then remove floor (add placement floor if needed), then you can place bottom row, then insert the orginal deleted flooring back in using q/e or the snap point1-4
And the bottom chest will not clip through the original floor
So no basement/2nd story concerns
Ah I see now, well that is handy to be certain. I have never had the need to do that but if I ever do I hope I recall that trick.
To be clear I never wanted to imply one is better than the other, I was only advocating that the differences aren't extreme, and the stigma surrounding BM chests is a little unwarranted. Sure there's points against it, but there's also points for it, however you might personally see the value behind either.
In testing just how vast the differences were, I came to see just how much less they were than even I originally thought, and that was surprising even to me(the BM chest advocate
).
🤔 I mean I'd love to see a buff to BM chests
In a game with vertical progression you'd hope the new and cool thing wouldn't be at tier with same old thing
I'd love for the next chest advancement to be the same or similar in slot amount, but more compact tbh. It seems like the next natural step.
Huh ... I apparently started a massive war...
I think we just had a misunderstanding where eachother were coming from, I never meant to imply one was better when returning with a screenshot to compare the two, but I think it came across that way in hindsight.
I totally agree that chest advancement shouldn't result in such a similar storage result from the previous.
the black metal chest has one spatial advantage
you can stack 5 of them on top of each other without making them difficult to access from ground level
you can access the 5th with iron too, but its inconvenient because you have to squeese yourself up against the chests
and at that point you can also access the 6th black metal chest by raising the floor 0.25 meters
The suggestion to make the Ashlands have MORE enemies and fighting is ridiculous. If your suggestion was as you suggested you wouldn't be able to travel 5 feet without a new spawn of 10 enemies to slow you down (which basically already happens).
I cannot possibly fathom someone getting completely overrun and trampled by Charred every 15 seconds and thinking 'You know, this needs to be worse."🙂 👍
Both pressed F5 to put setkey staminarate 0. 
I fail to understand why they would add a change for a mode that's completely outside of the SP/co-op nature of the game
I fail to understand what they wrote.
#suggestions message and it will be good / useful for......??
Fun ?
I would say that a diving emote would be fun.
Reposting your own same suggestion is not allowed
@ivory stump ^
The only time reposting your own suggestion is justifiable is if the original was posted before the hack awhile back, since the previous post would be inaccessible in that context.
If not a grausten golem atleast some other feature for renewable cores
#suggestions message
So just another generic "do more" or "develop the game" type "suggestion" with no detail, elaboration, or actual idea present.
But when someone does elaborate or adds details, many here say it is too convoluted. So it is either black or white kewk.
Yeah, the stonecutter could be used as a "secondary" workbench to the forge/black forge, allowing the player "evolve" their weapons into different paths.
Obsidian adds more general damage.
Leather scraps/pelts/hides (depending of the tier of the weapon) adds more durability to that weapon or tool. etc etc
Being convoluted is rarely an issue tbh, you could even search that term in this channel and 4/12 messages are yours. 😛
hehehe I know hehehe
Not to mention whether it's convoluted or not, that's a problem of the person suggesting the idea, not the general idea itself (for instance there are plenty of examples of a given idea being handled really well by some people and terribly by others), and it's fair to criticize such a thing just as much as it is to criticize no actual idea being present.
None of those makes sense for a stonecutter though, as the job of a stonecutter is to cut stone. Those things would fit the artisan table better, however making upgrades in that way doesn't really fit valheim to begin with, so it's a moot point.
I was just giving an example other than just the original post of "do that to it"(period).
And I have learned that english is too literal when it comes to wording hehe.
I agree with you. Two people sometimes say the veery same thing but the way it was said makes one suggestion stands above the other just because of the way the words were organized and chosen. xD
The wording can definitely affect things, as can the execution of the idea.
Not crafting in the stonecutter, but I feel some stone and grausten statues in-game of some mobs and maybe items would be really nice. Currently, we only have some sculptured in wood, that raven a wolf... (dont remember the name)
My error. The old suggestion is still there. Should I delete the new one? #suggestions message
this would be interesting to see, but maybe in black metal instead of bronze, since a plow being in bronze age is too powerful
pretty sure there's not just one mod for that exact purpose already
I just don't think it will ever be implemented in any way because of how everything else works: it's unrealistic to have any tool that let's you plant more than one thing at once. I don't think vikings had any way to automate farming, but once we get to mistlands there might be some magical tool that might help with that...?
even then I don't see it happening tbh
I wanted a Plantmancer Staff for that, where you plant about 8 seeds in front of you. It'd be nice to have some uses for eitr outside of combat, I can't seem to get through all my eitr food. 😛
The staff could use the dead raiser animation, but instead plants pop into place in front of you.
#suggestions message
the current ratio is actually very generous: a quick wikipedia search will tell you bronze is 88% copper and 12% tin, so if we wanted to remain true to that, you'd need 7 copper bars for each tin you use on average.
If there's an issue in all this, is the quantity of bronze you get out of it: using 3 bars to create just 1 has always felt quite wrong, even more so when considering their respective weights. I wouldn't have many qualms if the base recipe for bronze was 5 coppers + 1 tin = 5 bronze bars...
it's closer to reality and increases the copper's value in the recipe
Copper is harder to acquire than Tin is just not true as well.
I can agree it's easier to end up with a surplus of tin, but that's only because of the lack of recipes using it
and depending on what kind of island the black forest is sitting on, you might only get one big copper node and an endless coast of tin...
still, the issue is in the recipes rather than the availability of resources, I believe
actually, I wouldn't even mind if the current ratio is kept. Just give me two bronze bars if I'm using two copper bars...
I hardly use any braziers or even any building piece that requires bronze nails because of how costly (time-wise) it is to get enough copper: even if you're really unlucky, a full node gives you at least 3 full stacks of copper, which translates to 45 bronze bars, which translates to 9 braziers 😂
Using a 1/9th of an entire node just to build a tiny brazier sounds quite ridiculous
no wonder I'm lighting my base with wooden torches instead...
Once you get to Mistlands copper becomes a throw away item.
Just don't look into the realism of things in this game please.
If you do, then everything falls apart.
Like how you have to spend 600 weight units worth of metal to make a twohanded sword that weighs 4
That said, i would not mind if all metal crafting recipes were cut in half
I would dare to argue that realism is completely meaningless point when talking about a game like Valheim. That kind of thinking would make some sense if the game tried to be a simulation of the real world.
I also think the ratio is accounted for in the recipes, most things crafted from bronze cost less metal than ones with other metals. Brazier is quite expensive to build, but that would be easy to fix directly
Maybe braziers costing only 3 bronze to built would be more reasonable?
There's a difference between emulating realism and designing a limitation system. Nothing falls apart when building structures that protect from rain, and it's also a designed limitation for workbenches to emphasize needing a base. Doing this for a workbench isn't necessary in real life, but protecting from the elements is. It's just a degree of communication from developers as to what is decidedly important. Using realism is great for communicating things to real people.
It's silly to say there's a threshold where realism completely falls out of relevance, even in realistic simulation games there are elements you can point to that aren't realistic.
Indeed
Good gameplay will always be more important than realism
Realism for realism's sake is pointless.
Which is why messing with the tin to copper ratio on the grounds of realism is pointless.
Haha don't do that thing where you agree but you didn't take my point in fully cmon
Realism informed the copper tin ratio, even if it's not closely followed
Repairing weapons, armor and tools costs nothing, so it kinda makes up the need for metals for crafting.
Also, just up the resource rate if you feel that way, the amount of metal used in crafts is already really generous.
Do you think the ratio should be more realistic?
I already do lol.
What im saying is i would prefer not having to and stuff being cheaper instead
Personally no, I think the balance is great where it is.
Ah well, you don't have to tbf
To me everything feels incredibly cheap, so I can't help there
I've also just played a lot of games like Ark/SCUM, where most things are about double the cost, so I might just have more patience for it.
It was fine back in 2021 when plains was the final biome,
The game could deal with the inflated playtime that the grind provided. Now its too much of a chore. Too much other stuff to do
This just sounds like 'there's too much to do, because there's too much to do.'
Seems a bit self imposed, and you might benefit from playing a different way if you're hampering your own enjoyment by taking on too much.
I personally find my way around these issues by progressing with as little as I can, and circling back for mass material gathering with tools 1 or 2 biomes ahead of where they're intended to be farmed.
A lot of people just skip bronze armor after a first playthrough, not worth it.
Troll armour until Fenris set for me, might throw on the abomination piece for poison and pierce protection in the swamp, but typically just run troll
Problem is I'm not good enough in a fight to play any more risky/bare bones equipment than i already do.
Never was any good with parrying in any game, so I am mainly relying on high damage hits to stagger enemies
What about dodging?
They added the “perfect” dodge mechanic now
It apparently costs no stamina
Thats my secondary defense, after not letting the enemy get near me in the first place.
And no, it only reduces cost, perfect parries are free, perfect dodges are 50% refunded
Fair enough, it is described as a brutal survival game after all. I don't think the work it takes to relieve some of the difficulty, being even easier/cheaper plays into that very well.
not sure why there's such a vehement disagreement with making bonemass have more options for weapons, it's not like making slash weapons usable against him trivializes his fight.
it's a giant blob of gelatin and mixed bones, I don't think it visually makes sense for it to be neutral to slash damage imo
well, if realism takes precedence over game mechanics there's a lot of things that start to fall apart
I don't think it's a matter of realism here
Weaknesses based on observable traits is already a normal and established thing, not like bonemass is some exception.
bears and loxes are both big furry beasts, so they'd have consistent weaknesses, right?
yet for bears they resist all physical except slash, and lox resist all physical except pierce.
also, his forsaken power is literally being a bulky tank, which would then make little sense to keep as is because he's now neutral to slash
so, we just prevent all melees that aren't maces from functioning against the area's boss?
his whole identity is being a tank, and you're trying to take that away...
having one weapon archetype deal 1.5x damage while every other melee on-tier is doing 0.5x defeats the point of having melee variety
why try out all these different melees you get at swamp tier when the mace is the only one that's going to be relevant
why are you so stuck on bonemass specifically? It's not like the whole game revolves around using a mace, just this one particular boss which is unique
I haven't used a mace for bonemass in a while
wait, let me complain about not being able to easily defeat bosses with my bare fists, that's very bad balancing
since I can use my fists, as a game mechanic it should be viable!!!!
hm, almost like there's an unarmed archetype for that
I agree with you but thats a strawman argument
let's make the first boss slower, so we can punch him more easily
that got a large expansion this update, actually
so I guess the fists archetype has no problem with any boss, that's great to know
you're acting like I've asked for bonemass to take 50x damage from slash weapons cause he hurts my feewings
this whole thing just sounds like a "git gud" moment tbh
this boss has one characteristic and you want to take him down with something else besides a mace more easily...
I have zero problem defeating bonemass, he isn't hard. He's just tedious, and pointlessly restrictive with your weapon choices
what do you fight Eykthir with?
don't you feel restricted that only the bow and the spear are viable options?
whatever the hell I want usually, been messing around with all sorts of stuff
nope, cause I've used the bear paws on him to great effect, and axes
bow and spear are not the only viable options against eik lol
I mean, sure, he's just the first boss, you can even go kiss him in the face
but my point is that bow and spear are probably the intended approach the devs thought of for the boss, much like bonemass
a bold claim
nowhere in his design is it implied he favors bows and spears. he has zero resistances or weaknesses
bows are inherently easier to use because they are a ranged option, which is why I didn't comment on bonemass having a VERY RESISTANT modifier to them
because you don't have like a tutorial that kind of points you in the direction that you should use a bow to hunt deers, and lo and behold, you get a giant deer to take down as the boss...
cool, so anyways I hunt deer with knives, what now
The entire point of resistances is to make certain damage types less viable in some situations, pretty open and shut case here. You just don't like that a boss resists the damage type of the weapons you want to use, which is purely a personal problem.
weapons I want to use being quite literally every other melee option in the swamp
iron sledge & mace are the only on-tier blunt melees
slash would make the iron sword, axe, and battleaxe all usable against bonemass, which at the very least makes it so you can use more than half of the options
and remind me why using more of the available options is important?
the mace is still the most effective, like it always was. you are still incentivized to use a mace. all that has changes is you are allowed to use other melee archetypes if you want to
because trying new weapons and getting to use a variety of items is fun
that argument could be applied to every single other mob in the game
I wanna use my sword against Golems, please fix
golems are a rare elite enemy that are entirely optional to hunt down
and you can still brute force them if you're good at parrying
bonemass is optional as well, since you can find silver in other ways
yes, but by that logic every boss is optional
you make a very good point
you can get the krom without fighting a single boss, guess it should be classified as a pre-boss weapon. progression skipping is a thing, but it shouldn't be treated like the norm
and for reference, a weapon that does 60 blunt damage will deal 4x the damage of a 60 slash weapon when fighting bonemass.
because the slash weapon would be doing 30 compared to the blunt's 120
Yeah, that's basic math with how a resistance and weakness compare. Literally the same thing with any other enemy that has a weakness to one damage type and resistance to another.
yeah, and it's crazy that of all on-tier weaponry there are only two weapons that get that buff. honestly, what might be the bigger issue here isn't resistances, but skills being too specific
because a 1h sword and a 1h mace play near-identically minus the damage typing, but use different skills
might be better to just have generalized 1h melee vs. 2h melee skills, so your XP can carry over between weapon types
If I train with a sword it doesn't make me more skilled with a mace, and vice versa.
and thankfully this is a game, not the real world. plus, training with a melee weapon in general would give you some basic fundamentals that can be carried over across other weapons
And thankfully what I described is how this game was designed to work, not how you think it should.
oh, didn't know you're a dev, that's cool
Don't need to be a dev to use my eyes and literally see how the game was designed to work.
Guess I need to be a dev to know that bonemass was designed to be resistant to slash damage too 😂
what lmao
if you hit enemies with a weapon repeatedly
your muscles will get bigger and your hand-eye coordination will get better regardless of shape
magic is already consolidated into a couple skill bars, granted it is introduced much later in the game
exactly, and magic is some of the most fun I've had because I get weapon diversity
I can actually use all the different staves and spells I get because they do different things while scaling from the same stats
even stuff like embers vs fracturing, where they seem similar but end up being completely different in practice
tbh a neat thing they could do, without actually deleting half the skills from the game - make gaining skill in one melee weapon also gain skill in all unlocked melee weapon skills (at 1/2 or 1/3 rate)
it would motivate you to try out a bunch of different weapons to unlock the skill and then help with leveling/maintaining without forcing you to use that weapon for everything
would also be more realistic to the "transferable hand-eye coord and muscle gain" thing
meanwhile archery is a whole different set of muscles and hand-eye coord
yeah magic is cool because it's already got as many different types as melee since each stave does its own thing
absolutely. one of my biggest problems with melee skills currently is that you get pigeon-holed into using maybe one or two weapon types early on ahem maces, and then get stuck in those melees because of the skill difference
which is not to say I dislike maces. I like them a lot. It's just irritating that it can be so difficult to properly utilize the full variety of melee weapons due to skills & damage typing
I would argue the root of the problem is skill scaling more than damage types - it fundamentally pushes people to stick the weapon they leveled first, because the cost to switch off is so high - basically starting over from scratch.
Out of thin air, a harsh punishment is created for an choice players should be rewarded for: branching out and trying new things.
exactly... and yet people still parrot the same old point that weapon gaps are meant to encourage using a variety of weapon types - despite the fact that not all weapon types have significant weapon gaps (clubs/swords) and other existing systems (like the skill system) actively incentivize the opposite
either fill the weapon gaps or consolidate the melee skills
The cost of switching isn't high because you hardly benefit from skill to begin with.
I completely disagree - and even if that were true it's not a good argument - if the system is esssentially useless why include it in the first place?
I never said essentially useless, I said hardly benefit from a skill to begin with.
It's really not, because you don't really feel a weapon's skill difference until level 30-50.
okay well good thing you get to and beyond those levels then?
Right, and even then it's typically stamina you'd benefit from, which can be managed by being more careful.
If I use atgeirs the whole game and now am level 65 with atgeirs, then I get to ashlands which has no atgeir for no reason so I switch to swords which I have a level of 0 in... you think I'm not going to notice a significant difference?
I just said you'd see a benefit in stamina mostly, are you just not reading what I'm saying or?
This can be mitigated and made up for during skill loss periods easily with tasty mead.
Regardless, there is an issue here. Because either the skill system hardly matters, which is bad because it is the primary punishment for dying. Or they do matter and the existence of weapon gaps makes certain playstyles objectively superior and limits player choice
Certain playstyles are objectively superior though, that's no secret.
You are just ignoring the problem though? Just because you can mitigate a glaring issue doesn't mean it doesn't exist
What's the problem? You want perfection functionality from absolutely every combat option?
I already explained the issue
Could you at least link to it/
And don't exaggerrate my point please... I'm not chasing "perfect" functionality in anything because that is ridiculous. But if weapon gaps are supposedly in the game to encourage player choice then why are swords and clubs magically exempt from this? As well as the fact that this actively clashes with the skill system as discussed earlier. Yes you can mitigate issues, but that doesn't mean they don't exist. They either should fill the weapon gaps or consolidate the melee skills to make it less of a problem.
the swords are especially funny... no knives or atgeirs in the ashlands... but THREE different swords lol
They exist even less now because you can train them up on a training dummy all you like with no risk tbh
I'm only speaking to the skill switching issue that I mentioned, I didn't read much more than that.
Like I said, you can mitigate the issue - but it's still there
What's the issue though? You want skills to be earned without earning them or?
what? I just said they either need to fill weapon gaps or consolidate melee skills
Why?
bruh
the cost of switching gets more severe the more you level your main weapon
so it traps players into an "mace playthrough" or a "bow playthrough"
saying the benefit isn't significant is a hilariously delusional claim btw 
even at 33 skill that's +50% dmg and -10% stam, which is multiple biomes worth of damage
if you go past that the scaling gets completely broken, if you grind bow in a slow playthrough you might *unironically outDPS someone with low Clubs against bonemass *
I just spend the last 10 minutes saying why 😭
so what does this mean? to begin with meaning skill levels 1-10?
What's the joke? So are weapon gaps mixed with dedicated weapon-based skill leveling a problem or not?
Absolutely no one is trapped, and damage balances are considered even at level 0 skill because of weapon gaps.
Just because it isn't addressed in the most basic way to understand, doesn't mean it isn't.
Because if it is actually somehow a good system - you should be taking issue with the fact that sword and clubs are not adherent to this "system"
That's why magic staves can still do insane damage at level 0, and be used very reasonably where stamina/eitr is concerned.
Damage levels aren't difficult to utilize when they're introduced, and the fact that it gets easier isn't indicative that it isn't easy to utilize at level 0.
Play how you like, you're not trapped by a skills system that is built to be balanced alongside armor/weapons/forsaken powers/meads/trinkets/food
it means the cost to try out a new weapon is at least an hour of swinging at TWIG, or it's gonna feel weak
ie. a severe punishment that discourages players from trying new things
that's why players are trapped, because requiring an hour of TWIG left-clicking to make each weapon feel balanced is a terrible mechanic
That's just really silly lol. So you can choose to go swords the whole game and have a distinct advanatage because the devs decided to put a sword in every biome (sometimes multiple) but if you want to use a variety of weapons (the apparent purpose of this system) then you will be at a great disadvantage unless you do a bunch of menial grinding? How is this something that should be encouraged? You are confusing the technical ability to mitigate a bad system with the system not being bad. It's an easy fix so that players don't feel locked into certain playstyles
It is far from a main aspect that would warrant overhauls like filling weaponry gaps or changing how skills level up.
That's just if you want to acheive what you'd suggested was a huge downside, but would only take the same amount of time you'd use to tame two animals 😛
armor/forsaken/meads/trinkets/food have zero bearing on why the skills system is problematic
all you are saying is the problem doesn't matter that much - but it is still a problem
Alright well you just made me certain you've no clue why the balance between all of them needs to be struck, and personally don't need to take your opinion on this very seriously.
If skills were to outshine every aspect, you'd just train those up and leave every other element behind with no feelings otherwise.
wow, good thing no one is saying that
I assume the skills were introduced to try and reward players for practicing with a specific weapon, but has been overtuned to the point of locking players in. That is why we have emergent behaviors like "this is gonna be my battleaxe playthrough"
The problem can be solved in multiple ways, even passively by just-- switching weapons. You still do more than enough to progress.
that doesn't solve the problem at all, and I think you are intentionally ignoring it
Nah sorry you're just ignoring the solutions because you want it to be easier.
You gave no solution except for in game mitigations to an issue I brought up that essentially amounts to menial grinding
If that's your idea of good game design I have nothing further to add
When a solution is quite literally as easy as just switching weapons without massive effect against the player, but all you can reiterate is that it's still a problem, it's just hard to see any point you're making.
what exactly would be the downside of filling weapon gaps?
The downside is that there is an intention in weapon design, and going out of their way to fulfill some player's confusing cries for help only takes away from development time.
It does have a massive effect, and you can swtich weapons but it necessitates grinding. Or you can just use the weapon types that circumvent this system - therein lies the clear issue... do you think the grand majority of players are going to willingly choose to grind?
what is this intention??
The grinding is just playing the game as is, and it will accrue skill.
and why are certain weapon types excluded from it?
You are offering solutions to "completing the game" not "making the game better"
This is a very frequent fallacy made by vocal players on the server.
Everyone here can easily complete the game.
this is just pure delusion at this point
or you could stick to the one weapon type and get even farther ahead... is the issue really this hard to comprehend
The intention is being laid out in front of you, drip feeding weapon types and keeping things interesting. Magic staves are introduced in the Mistlands, if that's no indicative enough for you, I'm not sure anything would be.
good thing nobody mentioned magic - I'm talking about melee weapons that are all introduced basically simultaneously
Weapon introduction is weapon introduction.
cool, still waiting to hear why it makes sense that swords are in every biome but atgeirs, knives, etc. are not - and how exactly this doesn't interact with the skill system to specifically "main" certain weapon types which is supposedly the opposite of what the system is supposed to do
Yeah I'm going to bow out, this is far from a discussion and more of an entrenched opinion growing stronger.
There is a massive effect against the player. The new weapon starts off 50% worse than the one the player was using.
So every weapon except the one you started with will feel bad, unless you're willing to put in hours of skill grinding.
This discourages players from experiencing the full set of available weapons because they feel terrible on first use.
It's a pretty simple problem tbh, its the solutions that are complex.
because you aren't really honestly engaging in the discussion, you are just pretending the glaring issue doesn't exist because you can grind to mitigate it
Glaring to you, but you're speaking to someone who doesn't see it the same way at all.
Meaning that's already not a universal truth in the few people discussing it.
Honestly hope a 1.1 or even 1.0 does an audit on the skills system
Skills for some things need to be altered, but weapons are pretty forgiving in that aspect.
I think there's a common line of thinking that any dev time spent improving the problems most complained-about will drastically delay 1.0 release 
So any time any complaints arise, which is daily, they are met with dismissive attitudes by these players who've been cooped up in here for 5 years who hope that shouting down the complaints will make 1.0 come sooner
Miker you just like to boil every discussion down to that same point without adding much else though. People persistently speaking here are just passionate.
For me personally, I've waited 5 years and I'm fine waiting as long as necessary for devs to cook.
Remaining clunk can generally be solved by mods, but it would be better if incorporated into the base game.
Being reductive of points being made and generalizing discussions isn't moving anything along.
I am passionate. That's why I empathize with and validate other players who want to see the game improved.
I don't dismiss their suggestions.
Also, I will mention you are just speaking to community members, and pointing that out is just stating the obvious. Becoming frustrated by someone's opinion enough to say they've been cooped up here for 5 years or however you frame it is just more of a self report than anything.
Calling out the most common fallacy used on this server to dismiss player's suggestions is not reductive.
Calling out those who act condescending and alienate passionate new players is something I feel obligated to do, in order to keep talking about Valheim with cool people here.
Since you're not talking about Valheim I'm gonna disengage. o7
I personally empathize with developers, it's easy to lose sight of how much work goes into a game, and fail to consider that they're people struggling with daily lives as well. Passionately suggesting something is one thing, but becoming upset in the discussion channel serves no one. Having developed many games myself, I'll definitely admit there's bias where trying my best to see what's clearly intentional, and what ideas might skew that intention or development time.
--but again, I'm just a community member and you don't have to agree with what I say in the slightest.
I agree, devs likely have a ton on their plate. I strongly believe it's not my place to suggest how they use their time.
I will instead happily yap all day about valheim's pain points, severity and impact on player experience, and potential solutions.
If a dev finds something I wrote helpful then that's awesome 
Players are great at finding what feels good and what feels bad
They're not so good at suggesting solutions 
Absolutely, but when the game has measurable success, it becomes tricky to mess with what works. I think the system that allows for consistency in some weapons, and niche usage in others is going to appeal to different players, but can easily cause this confusion when looked at as a whole.
Swords being an option for the consistent usage and skill growth to satisfy those who would want to play that way is just an option at the end of the day. Not necessarily a gauge for what's missing in other weaponry.
I can't just complain all day! 
If you have so much free time you could just make a mod for valheim yourself that will fix all your problems for you
I guess that's a good way to stone wall any discourse
Ah yes the ol' do it yourself 
lmao I already do this
or at least I do the balancing math and a wizard who doesn't even play does all the mod dev
but ideally the base game would feel good to play
My thoughts on the subject is that I've never really thought much about the skills impacting my DPS, I always carry around a sword, spear, and mace - not that I use the sword very much - because to me combat is far more about not dying than killing other things, so the skill system remains fine as it is
skills make a massive difference in DPS
141% damage at max, and 33% less stamina usage.
Obviously, these bonuses aren't that strong for a large part of the game, but they build over time, and the further you go the more you'll notice the difference between weapons of the same tier.
its magnified even more by breakpoints and stagger thresholds
being able to sneak oneshot a drake or fuling is a huge difference from not oneshotting
chainstunning a troll, abom, golem, lox etc vs not chainstunning
Yeah I get that they're really good, but they aren't necessary, you can still play perfectly fine using a weapon you don't have a high skill in, like I just took down a 2-star fuling with a silver sword that I have 13 skill in, would it have been easier with my spear that has 47 skill? Absolutely, but its a survival crafter not a I obliterate every enemy in every situation crafter
But far more importantly, you gain access to every type of weapon bar staves by the black forest, so your skills aren't that high and you can choose to start using different weapons with minimal penalties
this has never been about what's "necessary", the game isn't that hard
it's about how the skills system should probably not incentivize players to pick one weapon type in BF and ignore the rest until Mistlands
That's a choice you make that you're blaming on the game, I see no actual issue here.
No choice is being made and no blame has been laid.
The skills system creates incentives and I'm explaining to the audience how it works and why it's problematic. You are free to disagree.
You can choose to use multiple weapon types before that, I mostly went with spears because I like them the most, but then I hit swamps and it encouraged me to choose another weapon type because of how many enemies resist pierce, this is a good thing, it was the game being designed in a way to encourage players to diversify while still relatively early, if you choose to ignore that lesson until you get to the point at which there is a significant difference made by skills, that's on the player, the game already incentivised players to diversify
Yes it does create an incentive, but it also incentives having multiple damage types through the resistance system which the player encounters immediately, and given there's only 3 types of physical damage it's not hard to run with two weapon types so that you're covered on most bases
I believe this discussion got started because a player started off with Clubs and had no reason to diversify till after Bonemass
I don't think anyone wants to remove skill scaling entirely, just make the scaling less huge
For reference, the difference between 0 and 33 skill is 50%, which is bigger than the buffs from Yag, trinket, and Bear/Vile armor multiplied together
like
that's a lot of incentive to stand in front of TWIG with your m1 taped down for an hour 
-# and that's before getting into bows, which scale about 4x harder than that
Man if getting Dyrnwyn ends up being an achievement and it doesn't automatically pop it bc I already own it ill be so upset
Maybe 10 people made it to 100 in any skill 🙀
Imagine if Skyrim was like that 🤢
It would just be unfortunate if that's the final version of the skill system, that's what we'll have to deal with
Max level 15 blood magic naturally
I really dont want to start over when 1.0 comes around lol
A bit of perspective I learned when I was a dev for a small racing game.
I was responsible for designing how the cars behaved, how fast they were, how good they cornered, and how easy it was to fuck up, spin out and crash.
So, it was essentially balancing and difficulty tuning.
However, at that time, I was also good enough at racing games to be at world record pace in the ones i was good at, I even set a few wr's on the courses that specifically suited the aspects I was especially good at.
What this ended up doing was to essentially make me blind to a whole host of issues that most people would have, because i could just overcome those issues with pure skill almost subconsciously.
and herein lies the issue.
When you are too good at your own game, you will inevitably make it a lot harder than you might have intended.
Thus, switching your weapon type in the middle of a playthrough might be fine if you are really good at the game.
But if you are more average, its a harsh penalty that will keep you set in your weapon.
Personally, I would not go into the mistlands with a weapon i have less than 50 levels in.
#suggestions message
Another thing I've been thinking of which would be more functional but less interesting is having it be
One handed weapons skill
Two handed weapons skills
Ranged skill
Magic skill
Would be waaaay more functional than whatever we have right now which locks you into one weapon type
It won't get rid of the sad reality of dumping your level 55 clubs to start using magic
I think that the skills as is are not a problem, I like bashing the TWIG to earn the high levels, plus if you take your time with the game and not speedrun it you actually gain a lot of levels on the weapons you are using
I reached lvl 80 on my swords skill when I made it the first time in the Ashlands and did not use the TWIG for that
Also, I had 70 skill level on clubs and polearms on top of that
I am in the BF right now and my fists skill and spears skill are lvl 30 already and I still have tin mining to do
The process of earning the skill level of your weapon is fantastic imo
frostner all the way through Fader
trust
The process of earning the skill level is fun yes
That's not really the point
But since you enjoy it, it would be interesting if you'd timelapse woodcutting to 100
"You don't need 100" - I won't accept this argument 
Pointing out it's ridiculous to focus a skill to level 100 isn't much against the system, especially one of the easier skills to passively level up(woodcutting). You'd make more sense mentioning Swimming or Fishing, which do need some help to be fair. Not accepting that level 100 isn't necessary is perfectly fine, but it's just a condition of skills likely instilled by other games. Valheim just doesn't require you to max out a skill, the experience thresholds are insane after level 80, but at that point you've definitely acquired more than enough knowledge/gear/equipment to make your journey that much easier. You don't need to accept that argument, but it is how most people will experience the game, and we rarely see complaints surrounding skills not helping something along enough(besides fishing).
I just wish to know what's expected 🤔 but I guess it always just boils down to not needing it
Vestigial system
No one needs a better skill system
It's just there
Skills inform a playthrough and provide benefits, but not enough to ignore other systems.
You'll still want mead/forsaken powers/good weapons/better armor/trinkets/etc.
It's such an okayish mediocre system in some parts like run and jump
Borderline garbage in the other skills
But really all I wish to know is what is expected from a normal playthrough
And what should you expect to reach in a good playthrough
60-70?
I only reached 70 jump from building for hours and hours
If they'll settle on this, fine whatever
Each character is unique to a degree wherein they've maybe done more swimming, or used certain things more, so the playthrough makes them feel slightly different. In that way you're still going to improve, but not to a degree where skills become a main focus in any sense.
So a person who loves shields and tanks all day
What should he expect
Level 45
And if he's a good player
Maybe level 40
To become naturally stronger.
Welp, that's if they don't die as well. A player can bottom out consistently without enough care for staying alive, and skills being a death penalty but also ultimately unimportant to progression is great for all types of players.
Unimportant
I like that
It's true, skills focus can come down to, 'I like big number-- number big now' in caveman terms. 
I still stand by and believe that a normal playthrough should naturally be close to 100 in the things you do
You don't have to be a super diehard
You don't have to be painfully good
And you don't have to be immortal to achieve
Scales should do a 0-10 skill level only challenge run 😄
You should be by the time you reach deepnorth
High 80s
Impossible if you're a mage because half the game you had no access
I hit 100 on run and jump before I finish Mistlands on most runs to be fair, a bit more focus on other things could probably net 100, but I like to mix it up. The weapon variety at that point is just more fun than leveling skills.
I hit 70 in clubs but I was grinding it
Lost it all in ashlands
Grinding it mind you
Like mindlessly waiting for mobs to spawn
70 is typically where you stop feeling skills influence stamina/damage anyways.
Because it takes too long
Yeah
Also the increases beyond that point are minimal.
You mostly feel the increases from levels 30-70
Imagine getting blood magic beyond 30 even
Aye aye aye what a nightmare
There's just so much to change
That's balanced for being introduced late though, as are most weapons with progression gaps.
What do you mean
The damage scale accounts for naturally being low leveled.
But you can still grind it out
Absolutely, but that's indicative that it isn't expected of the player.
Is that actually true
They made blood magic more powerful to account for it being introduced late and has no levels ?
Levels increase power, lowers eitr cost, and HP cost I think
And stronger barriers
It's quite true in terms of usage compared to other weaponry, the eitr/stamina/hp is static enough to be utilized immediately without skills.
I'm not talking observation
I'm asking of that's how they did it
That's their design philosophy
Also by design
Expected to be very low level?
I mean, I am unsure of direct quotes, but the perception is clear enough. Countless mentions of this by players solidifies that feeling.
🤔 wow, I dislike the skill system even more now
Skill system running on pure hope and ambition
It's because you want it to be as other games make it ultimately. If this were the only game you'd played with a skill system, you might feel other games put too much emphasis on it.
It's a refreshing take on skills in my opinion, and it'd be easy to take the route many people insist it should take.
Maybe 🤔 so I have to get used to seeing skills like swimming sitting at 10/100
And block at 40/100
And woodcutting maybe at 40/100 as well, unless I'm using a billion wood, then it should be 50/100
Not really
Souls games have level 99 cap
What did they do, soft caps and hard caps
That high of a skill still offers plenty to a player, but a black metal axe + skill might cost one less swing on the toughest of trees ultimately.
Right, but that's comparing apples and oranges ultimately.
I'm comparing systems, not games entirely 🤔 it's fine
Right, but still how the games utilize that system is entirely different.
So I can't use it as an example
Oh you can, but it just informs your bias for how you think it should be, where Valheim has complex usage balances to account for. Stamina meads still need their niche, Berserkir meads should still feel useful, Eikthyr's power should still feel like a nice utility, etc.
But I like doing exactly what skill is to level it up individually
Like in the elder scrolls, you get better for using the skill more
My points still being that I believe 100 should be more achievable, whether it's by people who grind till their fingers fall or by normal players. And I'd rather have the normal player reach it with a little more effort
Skills pseudo lock you out of other builds or weapons as a new player. No one wants to start over with a new item
And late introduction to magic
Should you really go all the way to deep north and still have low skill levels? Gitgud?
It's just something to think about
In the end I do agree, it doesn't really matter
I think it'll end up being just that
A vestigial system
I can definitely understand the want for 100 to be easier to achieve, and I'd be all for allowing the player to hit 100 before going to the mountains, but knocking down the benefits of it slightly. That just doesn't seem the be the design choice, and the developers opted into 100 feeling very difficult to reach. This can also inform a massive sense of accomplishment, so I can't knock that either.
As many players have mentioned though, there are some skills that aren't balanced in this current system and could use an exp gained rebalancing.
The only other option is for the game to be much longer
To be fair the game can take as long as you want, some people are on 1k+ hours and only just started heading to Ashlands.
The exploration side of things opens up so many avenues, I spent maybe 80 hours setting up an ideal berry portal chain, first I needed to locate abundant berry patches, mark them, travel back to them with portal materials, set up small safe enclosures for the portals, etc.
Crossbows being one of those.
#suggestions message Bronze is an alloy that consists mainly of copper (about 90%) and tin (about 10%).
minimum 60% has to be Copper to get Bronze
Valheim isn't a 1:1 representation of reality, it's just informed by it.
Besides, the Tin Ore icon is mostly rock, who's to say just how much tin it results in.
I think the 2:1 Ratio is good and should not be touched. the Copper age is nothing compared to the Iron you need in valheim, it is perfect as it is
crossbows also just suck upgrading them gives so little damage it never will end up mattering
it’s literally like a 1% damage buff for arby and less for ripper
(most melees get like 4% on the low end, and most bows are at like 8-10%)
upgrading a flint axe gives like 50% increased damage
yea but that’s earlygame numbers, within the endgame stuff the other weapons is the numbers i listed
ignoring the staff of the wild getting a 100% damage buff per level
doesn't staff of wild really only get affected by elemental magic tho, Like the vine dmg comes from elemental magic skill, the hit comes from the upgrade
the staff of fracturing also has insane upgrade scaling
yea the magic scaling tends to scale way higher, for same reason
i have no idea, the menu damage is what i’m referring to, if the actual vine damage is different i’m unaware of that
ye the blunt is +20d for every upgrade, but upgrading the staff does not affect the vines dmg itself
ah
Copper/bronze age lasts like 15 minutes, then you get crazy amounts in Mistlands. I'm not sure why people are making a huge issue of it?
Enough to refine into a full tin bar
Because the other "issues" that are discussed each month on repeat are already discussed for this month.
The copper / tin ratio was the only one that wasn't done in September and October, afaik.
staff of wild scales insanely hard with skill, at 100 skill its absolutely bonkers even compared with other staves
the discussions will continue until morale improves 
nah even my bow feels noticeably crappier anytime i drop into the 80s or 70s
and that's the one that allegedly doesn't scale
What Omni is talking about is diminishing returns. The feeling from dying and losing skill levels is a separate matter from the feeling while gaining levels.
I thought it was more sustained vines per level now, as in multiplying damage output of vines per staff upgrade.
I'd love to see a reload speed buff for crossbows in the same vein since we already see upgrades that change multiple aspects.
I think they want to be able to consolidate stacks of items that are already in a chest. EG if you had a chest where every slot contained 10 resin, you could press a button and they would immediately be consolidated into 2 slots of 50 and 30 respectively.
Still, i dont see the point. It only occurs when you arent in the habit of ctrl clicking or holding E to storeitems into your chests, so why would you take advantage of a new button for storage management. Its easy enough to resolve by ctrl clicking every non full stack into your inventory, then opening the chest while holding E.
I wonder how many people actually know that you move an entire stack from your inventory in a chest - or vice versa - when holding [ctrl] and clicking at it.
When you do that, smaller stacks won't appear; unless you use [shift] + click to get a small amount from it.
There are a lot of storage shortcuts people usually havent found out about. Every new server i join i get to enlighten at least 3 people with shift+craft for mass crafting.
It's possible people don't know about the [ctrl]+click option, simply because they started playing after holding [E] was added for dropping stacks in a chest or thought the old way was removed.
@junior finch It'd be neat to have as an option if you could say, tag the portal to use a specific image. If you typed Meadows Beefarm, the portal would still only link to the term "Beefarm" but show a generic Meadows biome within the portal when nearby. I really enjoy this idea. 👍
Generic images would certainly make it less taxing on servers.
Yeah it could even be based on the biome the connected portal is in.
the gap between 75 and 100 skill is the same regardless of how you got there. You might notice it less when leveling up because the change is gradual, but that's not the "feel" I'm talking about.
I think it was in one of the patchnotes somewhere wayback... but yes, I get your point.
I agree, this is a really neat idea. It may be technically infeasible to do more than a generic image/biome viewport, but regardless I'd also suggest playing a bit of the appropriate biome music over the whirring portal noise
It should be possible to determine the biome of the portal on the other side automatically 👀
or just yk, label the portal
way cooler if it autodetects tho
unfortunately you wouldn't be able to prank your buddy with a "Black Forest" portal that dumps you one-way in Ashlands
Could just make the portal name appear when looking through the portal, not just at it. Easier to scan througha series of portals that way.
oh absolutely agree
might have to change the way hover text works tho
I mean right now if the player gets close enough to the portal and their cursor is over the portal hitbox the tooltip appears. Just need to make the hitbox extend across the opening.
None issue tbh, just seems like a bloat suggestion for something that works fine.
@smoky coyote Excellent idea, some banger suggestions today
Although duplicates for armor pieces haven't been a thing not long after Bog Witch update.
Right but is crafting skill returning anything?
No it's not. Only affects to possibility to gain extras for non equipment items like nails, arrows, bombs, summoning items (Sealbreaker, bells) etc.
just like farming and cooking work as well
And slightly faster crafting time.
Yeah, I think it'd be nice if it were return a random material or two.
I believe it also reduces hammer stamina usage
True, that too.
If the idea is that you're so good a crafting you can make things work with less items, not that you're actually duplicating anything.
which I'd argue doesn't really matter unless you use the hammer while going around for whatever reason
Understandable.
The duplication of armor pieces was quite fun non intented feature while it lasted. 
Some even managed to craft duplicate Dyrnwyn.
Thank you very much
Why the dislikes on krom/slayer buff 🙁
I never used krom/slayer
Oh someone already suggested adding customisable hotbar keybinds, weird that it's not a feature
Hopefully there's a mod for that at least (?)
Didn't vote against but I don't think a suggestion with 0 reasons why the change should happen is much of a chance of being liked.
MTP already removed with the latest update
its secondary is pretty damn good
Just needs to give more than 1 adrenaline
tbh the only thing I'd ask for is the hitboxes still feel weird but maybe I'm just not used to it
Hit box feels small. Needs an update.
The hit boxes are much better now
What’s weird about them?
it is complex imo to have some sort of first pov in Valheim, the entire game would need to be modified to somehow balance gameplay for both POVs
probably instead of that adding a new tab for more customization for the 3rd person view in the settings menu could be more achievable without having to perform major changes into the game
I'd say the issue isn't really the camera itself, since as far as I'm aware, that's just an object you can give coordinates to and it will do its job no matter where it is.
The problem is how the combat system has been built: the "attack where you aim" thing would be a problem if other mobs could hit you in some way you can't, but every entity in the world is constrained the same way, so I don't think it's an issue (and the Call to Arms update kind of mitigated that already for the spear and such).
As for the "getting lost in building" part, I have no idea what that means. You can just really zoom in your camera and it be won't much different from a first POV camera imo.
sometimes my sword will pass through an enemy but no hitreg 🤷♂️
Sometimes it can look like that when another enemy is closer to you because sword hitboxes don’t hit through objects like battleaxe primary can, or is there any other situation where you notice this?
#suggestions message sure, a stealth armor would indeed be incredible. Maybe adding it as light armor in Black Forest ?
More seriously, I don’t get your point. Have you ever used troll armor ?
Can't say I've seen this happen, do you have any clips handy?
I know there's a long standing issue where if you hit 2+ targets at different distances (ie. tip and hilt impacts) with swords the further ones may not register. If the closest target is a wall it may look like MTP still.
They'd need to be at a similar angle too, not just different distances. The shapecasts used in a sword hitbox intentionally only register the closest object instead of all objects hit.
oh yeah that's probably my issue with it
I was testing MTP removal and was struggling to actually hit multiple targets when battleaxe had no such problem
why intentionally though, that's wack
Dunno if theres a lore reason we can hit enemies directly through walls with battleaxes n such, but not swords. Always felt a bit arbitrary to me. 2H swords should at least if its to control player power when using shields.
Hitting enemies through walls in general isn't intended.
Why is there a variable on attacks that allows it?
@round wigeon have you actually played up to the plains at least? You most definitely don't want such a big variety of food either, because there's already quite plenty, all easily farmable.
The suggestion as a whole sounds like you want to turn Valheim into Stardew Valley, which will 100% not happen.
demolisher and staff of embers be like 
What do you mean a variable that allows it? Attacking through walls in games generally is due to bugs in collision detection or hitboxes clipping through, allowing you to damage enemies when a solid structure is in the way. It's likely only "allowed" because it's not always an easy problem to solve, not because they actually mean for it to be there.
Some attacks in valheim such as battleaxe primary and polearm secondary, and various enemy attacks are specifically flagged to hit through walls.
The variable in their data that allows this is called hitThroughWalls, it can’t be an accident
I'll still argue that unless you physically destroy what's between you and an enemy (or vice versa), damage should not go through walls (it's fine if it gets through other entities, though)
sure, it makes for a nice cheese mechanic when you're perhaps underprepared for a certain dungeon, but on the opposite it lets enemies like log trolls hit you when inside a fircking stone tower, which makes no sense
even more so if the tower is completely sealed and the enemy doesn't even have eye contact with you (or vice versa)
I think it's more of a middle ground solution, because there are cases where a troll that size would just obliterate the structure, but instead the danger is presented in a different way.
I mean, if he's capable of demolishing an entire building with a single swing I don't mind receiving damage as well
A similar thing for considering what can hit through walls can be said, where weapons like a battleaxe or atgeir could in theory cleave through a gap.
Well that's just it, there's no way to measure that in terms of structural integrity.
idk that much about programming, but can't the game check if the last object the log had contact with is still intact or not?
So it's the middle ground solution, emulate that same feeling without complex damage depending on structures.
if it is, then no damage is dealt further
Absolutely, what Blob mentioned above is that it's intentional in some cases, meaning it's likely to emulate a feeling.
Trolls presenting little danger and being deflected so easily might've been tested and decided against because it has less strain on the player's awareness.
my specific example doesn't seem that intended, though... I can understand that the impact of a sledge hammer can create waves in the ground that damage nearby creatures, but logs phasing through walls??
it doesn't have anything to do with whether it's easy or hard to avoid their attack either, because that's subjective
I'm just saying it's meant to be that way so the danger presented is more on par with the threat level they'd like.
then give trolls extra damage against buildings so they more easily destroy everything instead lol
That's not the same thing at all though.
if the aim is to make players believe "there isn't much you can do against trolls", I believe giving them extra damage against buildings helps that image better than making them physics-defying by bypassing walls
I've lost you somewhere 😛
Having your buildings destroyed faster than they are now might feel too punishing though
Hitting through walls = higher threat level. The intention isn't to have them crashing everything down.
you're missing the point, clearly
I'm just explaining why it is the way it is, I'm not attempting to agree with what you're saying.
I konw the intention isn't to make them destroy stuff
I was just presenting a potential solution to the "trolls may not be as dangerous otherwise" if the bypassing-walls mechanic was removed
There's just, no solution needed, it's not broken.
it most definitely is, so let's just agree that we disagree
As was said above, there's a specific variable in the code written to have it work that specific way.
Alright, I was unaware that was a thing. Just assumed it was a bug/unintended as is the usual case. Thanks for the info.
well, some damage types would make sense to pass through walls: poison, perhaps fire, and basically stuff that actually gets through, not physical stuff. Different approach to entities, since a sword could potentially slice more than one enemy, the shockwave of a sledge hammer does propagate in all directions no matter how many entities there are, and so on...
It's disabled on most attacks so the developers are already only using it in places where they think it's appropriate
just because the variable is in the code it doesn't mean you can use it as justification either: it might have been a bad idea to use it, maybe?
I was just pointing out that it's something the developers chose to add, not a bug that was never meant to exist
I'd really love to hear the reason behind troll log attacks getting through everything, then
maybe there is a good reason and I can't think of it
If you fight a Troll where they live, you can't just duck behind a tree and survive everything.
uh, sure, I don't mind that?
There's your reason.
the word "everything" doesn't mean "just trees"
Unless you want the developers to define collisions for every little thing, wall typically is interchangeable with impassable collision object in code.
sounds like lazy coding, then
So in collision terms, tree = wall, wall = wall.
is it that hard to create a passableWall variable or whatever?
Attacks that dont hit through walls still have some objects they can pass through, such as other characters on a friendly faction/group
Yeah I just don't think it's what they want to do, because it changes very little, and Trolls pose hardly any threat.
so we're justifying it with more lazyness, sure
For an indie development team, saying they're lazy is pretty reductive.
It's laziness because the devs aren't making the game work exactly as you want it to?
that's not where the discussion should be going
and it's not that I want the game to be how I want it to: most of the stuff in the game is physics-based, but the troll decided he's above the rules of physics and phases through stuff with his log
Okay, but in that same line of thinking, the log should be doing far more than registering some floating damage numbers.
and as far as reasons go, you both haven't provided anything conclusive besides "that's just how it is"
It's a middle ground where emulating threat comes into play.
sure, the log should perhaps break at some point, or whatever a log does when it hits a bunch of rocks. If you want a middle ground, you simply check if the rocks crumbled and let the damage pass through, otherwise you don't
no need to change animations or anything, just don't let damage through intact objects
if you're feeling fancy, you can even code it that the total damage gets reduced by the destroyed object and stuff like that
All boss melee attacks hit through walls too so it's something the developers like to use to make attacks more threatening, probably to avoid players finding a way of cheesing the fight by hiding behind an indestructible or very strong object
could always give each boss the power to inhibit certain things instead of letting physical attacks through, much like how you can't build near vendors or other special places
like a magical barrier that doesn't let you escape and doesn't allow building, or idk
Many boss spawn locations are already indestructible objects to hide behind, so you don't need to build anything anyway
This is a solid point
sounds like not-very-thought-out behavior that could definitely be refined with the experience they've got with the game in the years
Maybe there's some overthinking going on here because to me it seems that all damage sources ignore obstacles unless such obstacles are specifically intended as targets (like trees), and that's probably because it's much easier for machines than emulating all collisions all the times. It's not a matter of game design, just of performances on an already pretty heavy game.
not really, since players still find ways to cheese them, if they really want to, but sure...
Putting out preventative measures is still a good thing
I'm reading you can cheese The Queen, and a good portion of the early bosses can just be shot from a safe distance anyway, if you really want to get it done easily
if they really cared about cheesing, they would have fixed as much as possible all those cheesing methods, like the one for Moder under her altar
You might want to take a closer look, all damage sources are not ignoring obstacles.
Ok, what does that mean?
Depending on the attack it wouldn’t be too hard to make them collide with their surroundings, however then your AI has to be smart enough to avoid that kind of thing for their attack to not be ruined and thus making the game way easier
This just sounds like, 'if they really cared this indie studio would make it perfect'
uh, no?
So you understand that they just won't be able to fix everything?
they could have simply added some sort of "regeneration" to the terrain when Moder is summoned to prevent cheesing, that would sound more like they don't want people to cheese it
apparently the way to cheese the queen is through walls again, so why not make those completely block everything instead?
Uh.. that'd be a great way to have players fall through the world.
lesson learned once you experience it, I guess
at least the message is clear in that case: don't do it
or, if you want to be fair, force spawn the player back to a certain location after the regeneration
The only time I recall someone from IG talking about cheesing they said it doesn't matter much to them if players want to cheese. And we were talking about a much glaring "problem" i.e. players being able to get indestructible barriers from early game (raising terrain with hoe and stones).
You want to punish players for preparing the terrain around them for a boss fight?
Some cheese is likely allowed to be fair, but I can see where running behind things to always stay safe would just get stale.
I mean, the raised terrain looks like an oversight as well. Sure, it make sense you can't damage it from above, but from the side... it's also pretty boring to fight using raised terrain anyway, so I guess that comes down to player preference in the end
I'd still think it would be fair to keep the boss area intact, if you want players to go through a certain kind of challenge
Many players claim they couldn't progress without it(terrain walls), and that they're just not good enough. In that sense, I'm glad there's an option I suppose.
otherwise you're just spending a few minutes of your life clicking a button instead
I mean, why playing the game at all then?
I'm just glad they do.
I meant the cheese part: raised terrain is cheap and effective af compared to any other walls available to players until late game, the point being IG is ok with it, not because it's raised terrain, but because they're ok with some cheese in general. Not my take.
The more the merrier. 
pretty sure the difficulty curve isn't much of an issue, since there are many souls game enjoyers
#suggestions message. clearly you haven't played the game very long. We have bread.
I only mentioned it because you said it was an oversight and pretty boring.
I wasn't even discussing raised terrain in the first place, but here we are
Hitting through walls is hitting through walls ultimately. Terrain or not.
I also want my punches to phase through wooden walls, plz thx
So, do we agree the problem doesn't depend on design, on the devs' laziness, on balance, or on cheese? Because I don't see much of an argument here, aside from you not liking it. I don't like it either, but dislike alone won't do much.
Unfortunately they don't get the variable 
I wouldn't be sure about the first two/three things you listed, you know...
we don't know the code, nor how simple (or not) it is
I'm not sure on your take either because it's just opinions with no real facts behind them.
Yikes, I can only assume you've never worked on a project as large as Valheim, otherwise you wouldn't infer they're just being lazy.
you don't have to assume if you've read what I wrote so far
Right, so why speak negatively about something you've little experience with personally.
The amount of work it'd take to reorient collision definitions to specific objects would be immense.
You may want to unbundle your suggestion into smaller, discrete suggestions, otherwise you wont get support unless voter is 100% onboard with everything in the suggestion.
There is definitely a lot in your suggestion that shows you haven't completed the game, i would highly recommend completing first before suggesting additions as you dont know if your ideas already exist.
Also also, your suggestions amount to "here are real viking things, put them in valheim", when you should also consider whether their addition necessarily makes the game more enjoyable to play.
that sounds more like a "shut up" just because I have no experience in the field. But would that mean I could talk if I was more experienced?
That just means maybe less derogatory statements when nothing you're saying you can be certain is even possible.
Specifically, do you know how collision works in games, and how much it would impact on Valheim performances if done "right"? I don't, I'm just guessing it's not trivial.
and I'm pretty sure I have never really implied there should be a "perfect" collision system at all
but sure, I know nothing, so I'll shut up
... but that is what the game would need to stop troll logs from phasing through walls.
The impact on performance could scale depending on collisions interacting with eachother, and whether or not they operate off of parent functions, but a great point nonetheless.
We have terrain collision detection for the players, mobs, arrows, the terrain mesh clearly has a physical hitbox. Moder's ice crystals will hit terrain and stop. Wouldnt you just need to have attacks register on collision with terrain and reduce damage/ disable weapon hitbox so nothing gets hit?
I would simply run the animation until it collides with something, and if it does enough damage to instantly destroy what it hits then keep going
You may have missed the first part of the discussion, where passing through objects is intentional.
I’m just saying what I’d do under the assumption we wanted things to not pass through
Colliding with objects is the global functionality, where passing through objects requires a variable to be set in the code.
Most attacks already do that. Some are intentionally able to hit through walls.
(Sorry for the very late reply I was just confirming that terrain is included as a 'wall')
I literally just scrolled up and caught that, nvm. Yeah i guess you cant have troll log attacks get blocked by ground, if their horizontal swing clips some nearby hill first theyd almost never do damage.
That's not how it works. If the hill isn't in front of the target it won't block that target from being hit.
Yeah I was going to mention that would cause a LOT of problems if it were calculated in that way.
Melee hitboxes check areas with 4 degree angle offsets, the hill would need to be closer in all of the areas that also contain the target being blocked
Actually think having a soft pity system like that is a pretty simple way to reduce frustration with the lower drop rate materials 🫡
I might make it a little bit more intensive though, like 10% + 2% for every kill that did not drop said item (reset on drop).
Bit simpler to implement I might imagine, with a simple check.
Chance for bear trophy = 10% + (bear trophy drop rate modifier).
If bear dropped trophy = true
Then, set (bear trophy drop rate multiplier) = 0
Else, set (bear trophy drop rate multipler) = (bear trophy drop rate multiplier) + 2
Would this add a counter per monsters per items for every characters?
It could be counted on the world, not the character
Otherwise if you’re playing in a group the drop rate will remain low unless a single player is killing all the creatures of a specific type
It makes more sense to be kept track of per player imo though, otherwise it's quite the benefit for multiplayer while also opening up some awkward interactions.
Imagine a friend building the chance up to about 30% and then it drops for you at that rate (easier drop for you), then resetting to 10% (harder drop for your friend). 
Have to remember not everyone is always only adventuring in a group in multiplayer.
And it most definitely would have a unique counter per item, with only select items that have rather low drop rates benefitting (usually trophies).
As decided by the devs. 
#suggestions message @languid ibex FYI, MeadHasty is the item ID for Ratatosk mead. You might want to think for another name.
Idea sounds cool however.
Savage Mead, because Beserker is already (kind of) in use
Eh, I'm not exactly naming it, it's just a way to communicate that it's similar to Tasty Mead in it's execution anyways.
Also if it sounds cool, can I get a Joelkkii upvote? 👀 😁
Few things considering. Duration? Would some else drawback fit other than reduced regen? 
Surely Berserkir mead has weaknesses but it could be something else than that.
My thinking was, it would be appropriately paired with Tasty Mead, and if you do that, you're -100% Health Regen.
Tasty mead is 10 seconds, +100% Stamina Regen, -50% Health Regen.
I don't want to assume how much attack speed bonus would be applied, just that one could be.
If I had to decide, I would say +35% Attack Speed
Bad luck mitigation never works properly.
Based on?
Every other game with it enabled. RuneScape is a classic example.
Of what though? Can you point to anything specific?
Ah, I misread the suggestion as you said there the duration for 10 seconds.
Not to worry 🫡
#suggestions message I think the way it's done currently is fine, what should change instead is the character limit since that's what restricts it due to the formatting taking up multiple characters to use.
If you're curious about this image, it pertains to this suggestion: #suggestions message 👍
anyone else suggested having blunt damage fist weapons? starting in the swamp so we can defeat bonemmas without a mace, and getting an upgrade on mistlands when the Vile weapon falls in utility
I'd recall some kind of blunt fist weapon suggested at some point.
is there a specific reason why every item in the game has a different stack size?
Balancing
uh... but then why is there a weight limit? What is the stack size even "balancing"?
For example, they don't want you carrying 50 health meads in one slot but not by making them super heavy?
well then why not just limit the amount of hp meads per slot
oh wait 🔮
Or the ability to carry a reasonable amount of arrows without occupying all your slots.
leaving the reason why I shouldn't go around with 50 meads in my pocket aside, the limited space in the inventory AND the weight limit looks strict enough
Like what is the actual complaint regarding different stack sizes?
people have been complaining about invetory slots not being enough, and I've been told even the devs want to do something about it, but changing the stack size sounds like a pretty basic and efficient solution
The cases where you run out of slots for multiple stacks of items is far more rare than just running into too many different items.
I could see a case being made for bundling specific things, like loose thistle could be bundled from 2 stacks into 1 near a workbench, and taken apart at another.
I feel like inventory is very close to the sweet spot of sufficient while still asking players to be picky about what they take. I think a single permanent upgrade of 4 extra slots, unlocked in the lategame, would be perfect.
Like what this incredibly smart and handsome poster suggested:
I still stand on the fact we need a UI change for all traders to have a somewhat "solution" to this extra slots too. Like a real side-quest requiring some items and trophies to give each(?) trader and the final reward is the extra + 4 slots total. MAYBE +2 new slots in plains and +2 in ashlands? dunno. Maybe all +4 already in mistlands? how knows. But I think it needs progression just like the game already is; not simply "buy this and get +4 slots".
This logic is partially why I did my recent shared slot suggestion, it's essentially +1 slot and could easily be locked behind progression points.
@smoky coyote Just continue playing the game and you will encounter plenty of "new" mobs in the meadows (at night) to fulfill your wishes.
I already got to Ashlands
I know what you talking about but I mean add new mobs that way whenever you progress and explore more, you encounter more mobs
Meadows is meant to be more tutorial like biome without too hard enemies. Although you can encounter draugr villages in meadows further from center.
That's exactly what I'm talking about, it would be cool to see more mobs in meadows
Unless something changed recently, you do not gain xp for shooting birds as they are not creatures but objects
#suggestions message
#suggestions message @little flax There is already a leash in game.
||Harpoon, made from stuff on the ocean||
@ashen tinsel yeah... I just learned to make it work on my tamed boars I need to turn on pvp, which is a little weird if you ask me. But I'd still like an animal cage or something for those long distances or to keep them from jumping off my boat
bad rng imo #suggestions message
ive killed 7 bears ish and droped me a trophy
I also killed like... 3 or 4 viles and I got the trophy, while I had to clear out almost 10 caves to get a cultist trophy...
Well it's no problem if your lucky (roughly 50% of players are going to get the trophy within the first 7 kills), but if your unlucky your missing out on an armor set, possibly without even knowing. Roughly 4 out of 100 players will kill 30 bears without seeing a trophy. While that may sound low, that's a non-negligible amount of players that are very likely to have moved on to the next biome by that point
There's also a guaranteed drop from a rug at Haldor's place. Available at any new started world.
So those who complain about not getting a trophy might have a look over there first.
Also: when people start to hunt down bears only to get the trophy, it may feel like RNG is against them.
Similar to when you look for your keys and can't find them, but the moment you don't need them it's the first thing you see.
stealing Haldor's rug is an insane mechanic to ask of the casual player 🤣
it really should just be 20% so newbies get to experience the content before they outgrow it
The haldor thing is good to know (wish I'd known about that), but ultimately doesn't resolve the issue. Very rare drops were fine or even cool when they were just decorations, but now they are used in relevant recipes (trinkets)..
shit are troll trophies even used for anything besides whatever's the opposite of decoration
Fishing bait and Trollstav.
LMAO i forgot about both
They have 50% chance to drop but trolls are rarer spawns than bears.
not by a factor of 5 i think?
Random spawns are rarer, but don't forget the one-time spawns in/before troll caves
Yeah, those are not always guaranteed tho.
Plus by the time you need the trophy for the trollstav, you'll have plenty from the raids alone
Hey all. What server do you recommend for learning newbies who want to play with others? Play alone is a bit boring.
You can try find one in https://discord.com/channels/391142601740517377/1024264966712340510 👍
Note that most servers are hosted by players, there are no public servers like in MMO games (as Valheim is not MMO game).
The fishing hat is too easy to get and the upgrades of the hat aren't any additional fishing bonus anyway so you dont even have to upgrade it. The quality number of the fish should play a role in creation and upgrade of the hat. The fishing stat should increase with upgrade
Atgeirs and spears are 2 separate kinds of weapons, whereas a one handed axe and 2 handed axe for example are still both axes. You also don't need atgeirs to take on trolls.
Never needed polearms for trolls. Spears are just fine.
@lean stream wdym elder power isn't any good???
Is does more than just woodcutting and it already has bonus regen
Yeah.. Elder is pretty awesome now, I feel like they haven't even realized it was changed.
I'd like to discuss an idea for extended inventory that it's not just "add more slots".
👜 It would be a late game accessory that instead of extending the overall payload, opens a new window with a large inventory that can only hold a few kilos worth of items, so basically it's not meant for accumulating big stuff in large quantities, but to collect a large variety of small stuff.
This additional inventory weight would be the sum of the items included in it, up to its weight limit.
Possible recipe would be something post-Moder, because the inventory becomes an issue only after that.
So you can either get more stuff with the belt, or carry lot of different things with the... pouch?
I'd like to see what's wrong with this idea before posting this.
Definitely like that if done right
Problems being it's late game
-and I don't see an issue in "add more slots"
if it's a random number, it can change to a bigger random number
Weight management is the only fun part
Inventory "management" isn't
The weight management with the belt at 450 is the sweet spot in my opinion. The issue are the inventory slots only in the Ashlands. I would argue that prior to Ashlands, even in the Mistlands the inventory slots are fine. You do not need your Hoe, pickaxe and axe all the time in your inventory
In the Plains when you raid villages where the "problem" is you can put the items you get in the chests at the villages and then transport them to your home with your portals and your cart/boat
My main issue with that is window clutter, where you could now have 3 inventories viewable when opening a chest, taking up over half the screen space. Another issue is stack management, where stacks of items would likely need to be manually combined, as that's already the case with the main inventory unless all slots are already full. Ultimately I'd like something a bit more streamlined, and there are ways to achieve this without just adding a new window. If the bag were to utilize the same inventory window, but operate as a new 'tab' or 'page' within the existing inventory, that would be far better imo.
#suggestions message
just so you know: I got a golem trophy before the fenring trophy, although it's true golems are more common compared to them, the golems' spawn rate seems to counter-balance the lower drop rate. Also, if you have plains food and black metal shield you can definitely kill them with two parries (can confirm it works on Hard, not sure about Very Hard)
just make sure you're not parrying their overhead smash or the big horizontal swipe (depending on which variant you're fighting), since that deals a bit too much damage on Hard
@vague echo it seems a bit early to suggest the weather conditions and balancing around them, maybe wait until it's released.
I have a feeling they have their own ideas for that. 😂
I don't believe something like that is even open to suggestion, just as the boss for the biome is not up to the players to decide on, or various other core aspects of the game.
I mean, it would amount to feedback in this case, which is why it's a bit early imo. Perhaps the weather will need fine tuning for the masses, we just can't know yet.
Fair enough, but without its own window the idea of using it for small things only goes out of the... window, at that's like 99% of the idea.