#suggestion-discussion
1 messages · Page 74 of 1
Parry doesn't do much, since they cannot get staggered
hm? i thought they could though. atleast for me they always do stop flying for a bit
They do stop, but they don't get staggered. Blocking has the same effect on them (you can block more and need no stamina with parrying, but the effect on the deathsquitos is the same as with blocking)
It's time to get a lexicon and get the knowledge what "crying" actually means. You are blocked. Thank you for the help.
Just hit them first, they have 10 health
By the way, in case no one’s mentioned it yet, you can turn down the difficulty in the world modifiers if want 🤔
Is the decrease in hitpoints of the Root Harnesk worth it for the 50% peirce reduction (so specifically for deathquitos and other peirce attacks) when compared to the padded armor equivalent?
Some people seem to pretty much play the whole game with it equipped
yes
Its too op honestly
I wouldn't mind if root harnesk was reworked in some way that still made it useful but not the kind of thing you have equipped the whole game
but I'm not sure how
It could be added only for the armor set bonus.
It should give bonus armor against pierce instead of % damage reduction
^ yes
I would say that there are some situations where using a full set gives you an advantage, however the root harnesk is also just super good against Deathsquitos and pretty much anything else that does pierce
Overall I find myself usually using pieces from multiple armor sets at a time
For example my mountains set is Drake Helmet, Root Harnesk, and Fenris legs. Drake Helmet for high armor, Root Harnesk bc it's essential for the plains and I didn't see the point in getting a chest piece that I would immediately replace once I beat Moder, and Fenris Legs to make up some of the speed lost by Root Harnesk
Deathsquitos do 8 damage to me while wearing it....
honestly the only biome where you shouldn't really be wearing the root harnesk is mtns
Not in frost caves at least. Only useful against spike handed golem.
even in open wrlds mtns u hardly benefit from the pierce res
like the only things in open wrld mtn doing pierce is the variant of the stone golem with the pincer thing and not the blunt big hand, and bow skeletons
so it's just kinda meh
I guess you can use it for moder but 🤷♂️
Or just skip root harnesk completely, because you don’t need pierce protection if you don’t get hit by them
🤙 i mean i been using bear armor for an entire playthru
Bear -> Fenris nowadays for me. 
i love how the seasons in the mod look, and i feel like i don't see a reason why vanilla couldn't do something similar
I tried it, can’t say I’m a fan tbh. Troll until Fenris, then that’s what I run
Used to run troll whole way through until they added the frost caves
I like the bear set a lot. Stamina regen and extra slash is nice as I'm usually battleaxe user when I get the first one.
I’m a knife user, sneaking up on things like trolls and wolves are my specialty.
The bear set just didn’t seem to vibe as well
The extra slash also affects to knives' slash damage. 
Theres bear armor?
Yeah, I know. But, not a huge amount. Extra sneak helps me get closer
Yep
You’ll unlock it when you gather the ingredients
That, plus blueberries.
Also new claws made of bear mats.
Has it always been a 15 second slow mode?
I suppose.
Huh, could have sworn it didn’t use to be few years ago
Go figure.
I leave, then come back to hear there’s been a hack. Such sadness
Yeah, sad times indeed. Many messages were purged.
slowmode changes depending on the spam
in regards to the seasons suggestion, i personally think they're a pretty good idea, but at the same time the seasons shouldn't be powerful enough to significantly alter a biome's difficulty. for example, meadows should still be warm enough in winter that you don't freeze to death during the day. at night maybe, but certainly not during the day. another example would be keeping mountains cold enough to freeze even during summer, since otherwise the difficulty would change drastically
I think seasons are a really cool idea, but it’s one of those things where it kinda has to be a major feature implemented early in the game so everything kinda fits.
Probably would make for a cool mod though
yea as cool as seasons are I think it should just remain a modded feature
Yeah I enjoy how seasonal elements are taken on by biomes, it'd stand to take away from biomes like Mountains or Deep North where snow is a major part of the atmosphere.
It's not bad to increase the comfort of the Christmas tree, but I think it's a little troublesome. I made a place where I want to build a tree, but if I don't build it during the period, I have to wait almost a year to go, and if I can put it at any time, it will lose the feeling of a special event, and I feel different about losing comfort. Do you have any good ideas?
It really doesn't matter in the grand scheme of things. Each level of comfort only adds an extra minute each. Compared to the total duration you can get with non-seasonal items as is, you wouldn't be missing out on much regardless of whether the comfort amount is increased or not.
I think seasons would take a hell of a lot of work to make sure they function properly for every biomes around.
And besides, the action happens in a spirit world. I dont think seasons are lore appropriate.
Indeed
I*ve thought about seasons a lot, and no matter how you do seasons it doesn't really make much sense from a gameplay perspective
either you do visual only seasons, which will be stupid at the transition point between mountains and every other biome. during winter you would have a transition that goes from snowy and freezing to snowy but not even cold.
during summer it would be equally jarring, having a high rock that is suddenly freezing cold without snow (tho, this is more realistic)
if we did change gameplay when seasons changed, it would make the mountains a joke if we made them just cold during summer daytime.
similarly, making all other biomes cold at all times, or even cold during the day and freezing during the night would be a nightmare difficulty if you don't play fast enough to get cold resistance before the first winter hits.
and then there is the issue of how long each season lasts. too short and winter will hit you in the face hard
too slow and you starve because you cant forage or grow crops in the winter (and no one told you to hoard turnips)
if valheim had a more fleshed out temperature system comparable to conan exiles (or whatever conan had in 2020, havent played in forever)
that could work with seasons, but the weather buffs/debuffs would need to be heavily reworked.
even with that fleshed out system, I'm still voting no because I'm not waiting for 1-2 weeks for winter to pass to grow more barley
Well, after all, Scandinavia doesn't really have vibrant four seasons, and if it compromises Valheim's identity, that wouldn't be good... You can still feel the seasons in each biome: spring meadows, dark forests in summer, rainy swamps, autumn mountains, and the far north in winter.
#suggestions message being able to pick up objects built with a hammer in general doesn't really fit in with how things are done. And even if it did, it would need to be done in a way that it can't be exploited for a massive inventory boost, such as having to hold it in both hands and not being able to put them in your inventory. Either way though it would just feel weird and out of place.
If I were to make a change, I would like to prioritize picking up the chest materials first when breaking a full chest with a hammer.
Scandinavia don't? 😄
spring in my old hometown
summer
Autum
and winter
Hmm, still not clear, fly me out? 😄
🤔
I thought it only happened in winter. It's beautiful.
only what happend?
btw. sounded like you don't think we got temperature changes here
I've been in +45 and -42
Celcius
in the same country
spring and Autum is the most enjoyable times in scandinavia
it's not to warm, not to cold. just right 👌
BUT
from a gameplay perspective seasons would be wierd and hard to motivate
the point isn't to live in valheims world. it's to clear the task given by Odin
you're not suppose to settle down, plow the fields and live your rest of your life in there
and technically swap out all the trees would be a nightmare on performance
That's true, but we actually farm and live there. We can't survive otherwise, and after all, this is a game. I also feel the same way about opposing the introduction of seasons.
I know there are some funky seasons mods, and they work great
diffrent crops etc also
but it's not the idea of the game to play it like that
so it can't be part of the official game
I don't think it really makes sense lore-wise either: what if a new viking is sent to the tenth world while it's winter? They'd be freezing the moment they arrive 🤔
So it makes more sense for the whole world to be still, unchanging
games that do have seasons usually make use of it throughout the game. Meaning, much of the game is based around the changing seasons to begin with: see Animal Crossing with their cozy vibe or Forza Horizon where each season provides different challenges because of the weather
Just apply the same stamina rules as when encumbered while moving the chest
uh, I never found chests to be that huge of an issue tbh
just use a cart to move a lot of stuff at once, if you really have to, and slowly dismantle all the old chests you're not using anymore
Well it's not an issue per se as there are valid alternatives/work arounds. It's annoying nonetheless and would be a appreciated qol improvement imo (obviously that point is highly subjective)
For me it's something that really hinders me from redoing storage and I'm often living with very suboptimal/chaotic system because I dread moving all the items between chests so much
(also, I don't get how the cart would help, it has even less slots than a wood chest)
to be fair, winter is not a binary setting - the mountains and deep north can get more snowy, blizzardy, and cold during the winter, while the meadows only get light snow
????
I just meant you can use the cart as a temporary storage to move your stuff while you construst/deconstruct your chests
and by itself the cart has a lot of storage
Yeah, but it doesn't even hold the content of one wood chest, I'm better off just using my inventory
are you trolling me?
a spirit world that is much like our own, and scandinavia more closely - they had seasons
Yeah that's still part of my point thought, not the weather aspects, but that snow is a part of the atmosphere in those biomes. That'd take away from the feeling of being there if it's experienced somewhere as carefree as meadows.
the cart has 18 slots, a chest has 10
what are you on about
The cart has 8 (4x2)
have you ever built a cart in your entire life?
Argus has located some mythical cart 😛
Yeah, sorry
My bad, looked at the wrong value in the wiki 😅
and much like medieval scandinavia, farmers had to fend off the undead all the time
Its a spirit work on a flat land. If they want to put seasons in, its fine, but im saying its not "compliant" with the lore.
once again, seasons are not a binary but rather a scale, the mountains are often still covered in snow in most parts of the world even in summer, and in winter are some areas still not too cold or snowy
the mod itself didn't make the winter hardcore or anything, you just had to either plan a bit more for it, or suffer being generally slower and weaker
and planning is already something valheim likes, atleast the way i play it, with highways, planning ore expeditions
I don't think they're saying to implement the mod, and only mention the atmosphere it brings. Using what the mod does to make points against what people are saying isn't exactly related to the suggestion.
A harsh scale.
If you go anywhere outside in norway in summer clothes in january, you will die within 12 hours
How is it possible that it's been X years and the items in the game still don't float on water?!
Sailing is currently the most frustrating part of Valheim because of 3 reasons:
- black forests are infested with small insufferable rocks on its shores and rivers
- when boats are destroyed, the crafting materials all fall to the bottom of the f-ing water thus potentially leaving you stranded on an island in the middle of nowhere with no way of crafting a new ship...
- I otherwise love the exploration side of the game and this ruins it
things that shouldn't float, don't float
I learned to stand in middle as the boat is about to be destroyed to hopefully grab the crafting materials before they drop. Not 100% chance but helps
Terrible point.
Why is my 1000 kg worth of iron not sinking then?
For realism's sake, can a viking not hold his breath for 20 seconds while he fetches an item 2m below water?
same
I have tried this, to still have the nails sink underwater...
Because it was stored in the hold of the ship in boxes that are highly buoyant. The parts of the boat are not stored in such a way, as they were part of the boat that got destroyed.
There's just no point in having this mechanic. It just significantly lowers quality of life for something that isn't even that "immersive".
Hey smiffe, one way to solve the issue of “boat broke and now I can’t grab the materials from the bottom of the water”
Just make it so the boat doesn’t drop materials if it breaks 😈
good idea
-# (Please don’t though)
Too late, Smiffe will personally forward the idea to the developer team. 
Just so long as he forwards them the instructions to leave my worlds untouched haha
How buoyant does a few crates have to be to hold 2000 kg of iron? Surely there's a limit to how much it can float up.
😆
It’s special crates
"Hey team there is this idea from user called WillTreaty, make sure the changes affect only his account." 
Enfant, have you considered the concept of building a diving board if the materials are near shore?
It's a world where we have grey dwarves, dragons and magic.
Realism surely isn't a main concern to players.
Would anyone bat an eye if items floated? It would make so many things so much better.
Pleas elaborate.
-# Mental note. Be extra careful when placing boats so as to not get them stuck and needing to be broken
Build tower, jump off of tower, sink and grab the mats before you bob to surface
If I sound frustrated it's because I am currently stuck in an island because 10 deer hide decided to sink after leeches destroyed my boat.
How realistic is it for a leech to even be able to damage wood?
You sink farther if you jump from higher. Though, I think there is a max depth that you can sink to
there is a command to respawn back at your starting circle if you want to
Oh ok, that's an actual solution to my problem.
I guess I'll spend 10 minutes building the tower and jumping off it until I can reach the stuff at the bottom
Just kinda disappointed that this is seen as "realism", when the ability to dive shouldn't require the building of a jumping tower.
In the future, I will carry around extra nails and deer hide in the cargo. Because this little "issue" just completely destroyed the momentum and fun of an exploration trip.
And I feel like that's a valid point to bring forward in a suggestions channel. As the tediousness and low QoL seems to be Valheim's #1 weakness.
Is there by any chance commands to give oneself X amount of deer hide?
of course there is
or spawn the entire boat
Thanks
you got it to work?
I logged into another world where I could hunt a few deer.
I'm usually against it, but the situation called for it.
I think the longships is called vikingship in the spawn context
that also works 👍
mind you, if using devcoomands, you can just hit B and turn on (or off) the requirements to make stuff. aka: just build the boat. It will use any mats in inventory, but if you're short anything, it won't care.
(easier than trying to spawn x number of whatever) 😄
In future, another helpful thing is being mindful of where you park the boat. Parking in a swamp is typically something to be avoided if at all possible
Can't harpoons pull items? If you can see it from the surface of the water then it must not be that deep. I don't know if this works tho
They can only pull characters because the harpoon uses a status effect.
That sucks
#suggestions message What use would the fishing pole have then if you can just use nets to catch fish with ease in mass amounts?
Lower stamina cost, earlier availability. Net would require linen at the very least.
Also, “school of fish” is a bit of an overstatement, as there’s not typically an actual school of fish to catch. Unless you count the appearances in the ocean.
But, it would be more effective as a method of grabbing things that the harpoon can’t ^^
Would rather see some attention given to the fishing pole before adding a net 🤔
The fishing aspect was more of a side bonus lol. Main reason I suggested was reading the above comments on the harpoon and not being able to use it to grab items. So though "net" lol
It'd be nice to get a better fishing rod at somepoint so fishing is leaning less on mindless grind or cheesing.
Though I have grown to enjoy trawling for groups of fish on a raft, it does result in me needing to use high stamina foods to reel them into a small platform.
@spring rune you can change the teleporter limiter in the world modifiers section
I know that, I just think the stone portal transporting metals is kinda pointless because you only get it in the last biome
The only thing it's actually good for is not burning
It's like congrats, you don't have to boat flametal back, very impactful
Even post plains it would still be nice because you'd enjoy it for longer than 4-5 trips
I mean, that's pretty time saving
It's better than the idea I had for after the final boss lol.
It saves you time on one particular ore at the end of the game and the cog if you really care about catapults
There's still one more biome, so not quite the end of the game
I mean who knows if there's even gonna be an ore in the deep north
But, my point being, you could simply play as normal until you reach the point that you think metal should be allowed to be teleported, then simply change the world settings
You could also just play with no portal ever too, I just think the vanilla value of stone portal is almost nothing
Unless you want to run a forever vanilla server then it might actually impact it
tbf, I know nothing of the stone portal as I haven't reached Ashlands yet. Been mostly waiting for 1.0
But, I can see it's appeal.
It's best value is not burning in the Ashlands
The being able to transport metal saves you precisely 6 boat trips
Kind of a big deal tbh lol
Those are some potentially very long boat trips as well lol
Personally I think if you beat moder and grinded Silver and Iron already, going back for Iron is a pain in the ass and it would make a much more tangible impact there
Or even just beating Yagluth, because having it in the mistlands AND the ashlands makes sense since those are the more treacherous ones
Like if I'm already in for a pound, why give me a mere penny?
Its clear that portal limitation is there so youre "forced" to explore and stuff but ocean is kinda booring i mean there is one enemy
id say lets make portal that can transport maybe almost anything - after moder
3 dragon tears
2 cores
1Serpent trophy
for portal that can be placed only on certain sea level so it is limiting but also gives you way to skip sea also its quite hard to get
After moder or Yagluth seems appropriate because they're the markers of Mid to late game
ye but you still will need 2 serpent trophy with my recipe so its not like you can build 2 instantly
Having a weird recipe isn't a bad idea either
Having a trophy, especially serpent, as an ingredient for a portal is terrible imho
but imo if is another portal added it should be somehow limited like its A huge boost to get portal like that so limit it by sea level so it can be build only on edges of islands
Yeah idk about serpent trophy in particular
Because if I have to land 2 10% RNG rolls on serpent I will kms lol
Portal that must be built in water, large enough for ship to sail through 😆
Only type I would accept serpent trophy as requirement^
i was aiming for hard to get thing but also something that is sea related so its clear why portal placement is limited by sea level
if they added more mobs for ocean there can be some different stuff
It's too bad engine limitations won't let us have underground tunneling because I want Viking Agartha to be a realm that I could at least mod in
im not sure what are engine limits tbh i hope this game will continue developing cos its realy good and can be much better
if i was capable of modding id mod shit out of this game O_O
It's not engine limitations, it's the fact that the whole terrain system and everything built on top of it would have to be reworked to allow for it. It's the sort of thing that would have had to be there from the start for it to even have a chance.
terrain system is kinda shit tbh
So it's like cleaning out 20 hoarders sheds?
Technically possible but soul sucking and time consuming?
i mean basements or underground is so frustrating to make sometimes
I do quite well with pickaxe and hoe
You can get a lot of mileage from just those tools
i mean there is no other way to do it
its just limiting to 4 sides where its not zigzaging wall
I use basements for storing forge and workbench upgrades to save main floor space
About the crystal portal. I think it would be really neat to have different aesthethics for portals. I do not agree it should be used to transport "lesser" metals, however. (as much as I complained about it while I was in the mistlands)
I would like it if beating a boss unlocked the portalling of their respective biome's metals/ores, as another setting in the portal slider/world modifier.
I've been trying that out with a mod and in my view that strikes a good balance between reducing the grind of getting earlier metals and keeping the adventure of exploring/gathering from a new biome (Portalling everything takes away too much from that)
This is actually not a bad idea, the idea that beating the boss releases their magical grip on the precious metals of their region is pretty cool
serpents have a 33% trophy drop rate fyi, because they're already relatively uncommon to find on purpose and the trophy is used for a recipe (maybe two? can't remember) already
and I believe the reasons why the stone portal is unlocked only in ashlands are two:
- stone doesn't burn, unlike almost everything else in that part of the map
- you most likely already have a nicely built base somewhere in the previous biomes (most likely not mistlands), which means you'd have to travel a lot to get anything back, even with a big ship. Since ashlands are currently the farthest away from the center and it's one hell of a trip to and from, it sounds fair
but I have no trouble carting and shipping silver, iron and whatever else, because once you unlock the longship it's not really that big of an issue
It isn't the last biome to be fair.
guys after playing the game a lot, the world seems too repetetive now, given the ashlands are all the way down, and north up, the rest of the map is just mix of 7 biomes if couning ocean, i would love some half-biomes not neccesary for progression but just to add new visuals / building pieces to the game or new item choices, for example volcano / volcanic island with surtlings, deep ocean with kraken, serpents, sharks, some seaside cliffs with rocky terain or possibly fjords, and so on, but i guess this was already suggested, what are your opinions on this ?
I would suggest something a bit more specific, wanting more from Valheim isn't new, but suggesting in broad ways like this just sounds like 'I wish there was more.' While most can agree, a game like this could in theory be developed for decades, but the development team is small and likely has plans to move on to the next thing. We'll see where things land after 1.0, but in my opinion you're better off suggesting something simple and defined rather than extrapolating that you want more.
yes, I realized that, that's why I didn't write the proposal right away, but added it to the discussion
Well you wanted opinions, there you have it, sorry my response didn't amount to agreeing with what you mentioned.
Am i the only one who thinks the ocean needs some personality
This is my buddies main gripe and the reason he stopped playing before the ashlands update. I can almost always find something to do at one of our couple dozen outposts but my friend struggles to look past what he wants Valheim to be. I'd recommend looking into mods that add the variety you desire.
Clearly not, given how many ocean-specific suggestions have been proposed just in the last two days
Wym by half biomes
Fair enough they all get down voted to hell though
Do they? 🤔
Think it depends on the specifics. Ocean boss and diving are often not liked much by the community, but there’s a lot of other suggestions that get some traction for what it’s worth
It's not about that people don't want any new content to ocean, but what is proposed as the new content.
Go on
Personally I think full biome progression with its own boss wouldn't be necessary.
@stiff lava That requires a dedicated server, which is already possible.
I feel like a lot of people would be happy with POI islands, maybe some natural structures (like rock spires or something) and maybe a creature or two.
Maybe few new monsters that start to spawn at ocean gradually as you progress the game.
After certain bosses are defeated for example.
I want a crab
More points of interest like the hildir quests locations would be cool imo.
A few for the ocean since it has nothing rn, and one for mistlands
Yeah, small details like that could go a long way. I think a whole boss and underwater world is a bit ambitious.
A marooned trader would be kinda cool
Someone said that we cant have an ocean biome because of how the water surface is a "sheet" or something. I dont know what that means
It means the collision just sits on top there's not anything under
Collision with what?
Objects you the player boats
Like this, a lonely island with a bigass crab
A whirlpool with a kraken stuck in the center?
A volcano full of tunnels and surtlings
It's a sheet like paper
objects you the player boats
More things like the chitin titians
Crab island
well I dont understand what it means when you say its a "sheet" because I clearly see those things floating in a floaty way
and we can somewhat dive, which does not react in ways the solid ground does when we jump on it
How hard would it be to have a dive button like in ocarina of time?
Fairly actually
I do not believe it. The stuff necessary to implement such function is already there.
Volcanos is food for thought
The water itself is basically one massive paper sheet it's a thick one but
I dont think it would be hard. But the reasons for having that mechanic implemented matter. Ok so you have a dive mechanic, now, what do you do with it with what is currently possible in game.
The game knows if you are under water or not. Thats a very easy check, and its why vikings float
With that, i dont see how diving is a technical challenge at all.
All you do is check for the player being underwater.
If they are, you enable diving animations.
Disable gravity.
Enable freefly.
Nerf flying speed speed.
Add a visual underwater filter
That is true for just about every game out there with water in it.
Fair enough
I just feel like given valheim that would come with a thousand bugs somehow
I go get my scales that sunk at the bottom.
Something about its physics worries me
Definitely valid and I'll add it would be nice to take advantage of building in deeper water
Harpoon the fish and kill it
That's why it exists
you can get most scales if you jump on the serpent's head as you're dealing the finishing blow
Yeah its always fun to have one solution to everything
Holy sarcasm
like, the harpoon is pretty useless if you're solo, so the only viable option is that
No?
Man, I just think it would be fun to have something at the bottom of the ocean to explore. Im not the only one that would like to see something there.
That mf is my best friend to this DAY
And I dont have scale problems. I figured out how to get them easily. The harpoon is utterly useless for me.
with patience you can get a serpent to shore, but at a very costly trip time-wise AND stamina-wise
However, I still wish there was something at the bottom of the ocean. Treasures, fishes, sharks, vtubers, anything.
I mean close enough and i delete it
Usually it takes like a minute tops
I don't think I've ever used the harpoon more than once in over 400 hours of playing
It'll follow you most of the way anyhow and you yoink it shoot it
and that first time was enough to conclude it's useless
I just jump on the serpent as I deal the killing blow.
It's the Easiest way to drag things to your base to tame them
Getting 2 star wolves without a harpoon sounds time consuming
never had to move tamed creatures in my life either: I just build new boar pens if I need them, otherwise they remain in my first meadows base and that's it
I don't
Yea what about the stars?
and honestly its not just about serpents too. Sometime a troll dies rather deep and theres lots of gold that sinks at the bottom of the beach
sometime I wish I could break underwater stones to make safe passage to my ship
Not gonna cap i play on 3x so money is never been an issue
what if I could start building from the bottom of a lake so to make a bridge or whatever?
You can if its shallow enough
This would be one of the main reasons I would want a dive mechanic
yeah, big "if"
not to defend the game or anything, but if you know stuff sinks and you can't dive, try to not kill/drop anything in too-deep water in the first place...
I highly doubt diving will ever be introduced anyway
True
as for building, I feel you, since I also find it frustrating, but changing snapping points helps most of the time
Maybe. I just dont want to see that it wont happen because the water is a big sheet or whatever. That's nonsense.
I'd argue that it would be pretty unrealistic to allow players to build while submerged, too
Its already unrealistic how it is done as of now.
and people can build things while submerged
the workbench requirement is there as a reminder that "you build the piece at the workbench and then move it in place where you want it" and the whole moving stuff is cut away
They did it since the antiquity. I dont know why we couldnt, us the spirit vikings that harnesses nature and magic.
yeah, introducing magic kind of skrewed all that nice realistic logic there was
but nevertheless, the whole system would look even more unrealistic with diving in the mix imo
Yeah well I talked about building underwater. Personally I just want to see a kelp forest and corals and the usual underwater crap.
The great litterbox of the ocean.
The ocean's boring, man.
Odin cared about the challenge, not the aesthetics
Odin smodin, he doesnt know fun!
although it can be argued some places (many, in fact) look quite stunning
The ocean?
only when seen from the coast lol
@stiff lava Pretty sure that every game server works the same way. You need to have a host to maintain the server open, so you need someone with the game open on the computer all day. You can buy various hosts to keep the game open for you and your friends; Or you can let the game open in another computer that you have. Some games like ark have a program that let the server running for you but it still needs a computer on so it is really not a solution
Yeah, the burden of setting up and maintaining dedicated servers for people should not be forced onto the developers if they don't want to do that. Find a 3rd party that's already willingly providing the service instead.
@stiff lava that option already exists in multiple forms
the only option that doesn't exist is us (iron gate studios) hosting free servers for players
🚫 💡 ⌛
#suggestions message
just to clarify this: it's an exploit, but since we both have the archery target and TWIG, it might be intended?
Tilling the ground is 100% part of farming.
Anyone who’s tried planting tomatoes in untilled soil can attest
Tomatoes?
Real life tomatoes
my concern is about the exploit
Not exactly an exploit
I'm fully aware tilling the soil is part of farming, it's just from the point of view of the game, just spamming "till soil" or "grow grass" in the same spot sounds stupid
you got 1 upvote tho
"yes, I'm gaining plenty of experience trying to grow grass in the same spot that already had grass when I came here"
I, uh, don’t think I like who that upvote was from… 👀
like, even if you allow tilling soil towards farming skill, you could still just alternate till/grass to exploit the system
which is why I suggested the removal of both
So, punish the ones who don’t take advantage of such, for the few who do?
I build a farm, and it’s nice that the effort of building it is rewarded by xp. Spamming a thing to level said skill I find to be a waste of time
I don't think you can compare the exp gained from tilling with the exp gained from actual farming
It’s a nice bonus
with a single square of tilled soil you can plant something like 9 seeds at least
but why should I wait for my seeds to grow when I can just spam
I… I can’t respond with my own GIF… so sad
this is to say that arguing you gain experience there is a weak argument since yes, you're gaining exp, but not as much compared to actual farming, so reducing it to zero is a very small price to pay
You can 😛
What?!? I could have sworn the last time I tried it didn’t embed…
It's not a big deal, I'm sitting on thousands of seeds, the rate of seed acquisition already allows for mass skill gain if one chooses to do so.
This
@elder venture I would assume a bear cape is pretty heavy and warm, which would grant the cold resistance status, which in turn would make the use of frost resist potions once you get to the mountains pretty pointless
thanks for always missing the point, Omni
it's one thing if you actually farm all those seeds, and another is to spam a button
You do realize it's one press to plant a seed?
🤷🏻♂️ I’m not worried about what it does, only how it looks
the process is different
And seeds are easily gained through various means, no farming necessary
Gathering wood? Loads of seeds
It's not, you don't even need to till for tree seeds, one of the faster seeds to gain in mass.
You could just run around planting them freely.
uh, yeah, I'm not even gonna attempt to make you see the logic
I understand you think it's an exploit, but the grind is the grind in this case. It'd take the same effort as focusing that skill in any other way.
definitely not. you can reach lv100 much faster by spamming instead of actual planting
I don't even need to test that out or bring out the numbers
You really can't, you can just spam click seeds.
I already tried more than I said I wouldn't
He thinks you have to plant the seeds properly
Also, exploits, especially minor ones, really don’t have much impact on a non-competitive game
the issue is not even about the seeds, but hey, that's how things work with him
then don't call it exploit but un-intended behaviour, if that makes you happy 😂
There's also no realistic fix here, it's not like when you deconstruct something and there's a skill gain debuff applied quietly, because both tilling and planting grass aren't a removal necessarily.
Like, if you get level 100 farming by spamming cultivate, why is that an issue? It doesn’t affect the overall balance of the game in a significant way
I said you can gain exp from planting grass on grass that was never removed in the first place
It doesn’t give you an unfair edge on other players
You can do this with seeds.
you're dumb
You're upset.
I'm baffled
And now your farming is 100? 👀
?!
English only flag?
9001
Maybe?
You might have gotten slapped by automod for having non-English word.
Would explain why my screen showed timeout for a split second lol
Anyway, back to work lol. “Bye”
-# stares at automod
Reminds me of when i was discussing on here whether the nudity of the bear armor was only embraced by the community because it was female nudity. I wrote a post suggesting that the people who saw nothing wrong with the female bear armor would object if the male bear armor had their vikings running around without pants.
The post got blocked for referencing the peener.
dang 😔
i see why they'd do it for other contexts, but that context was a little harsh tbh. can't change it now, but oh well (justifiable usage of automod if it was automod)
Yeah not a thing imo, SCUM allows full nudity for both, and dudes just argue about their character's size 
Interesting
I just enjoyed the supreme irony and gave up on the discussion.
given it was a non issue, people do not care about the 2 pixels that make them nude. Man or woman.
You can do a search in the suggestions to see how much of a "non-issue" it was for some.
Uh huh
Lots of hostility in discussions recently 🤔
I can get farming exp with the cultivate option?
yea and also the grass option
so if you really want you can spam that for a few hours and get farming 100
Well now that I think about it, I dont really care all that much. I get all the barley I need easily
Its cooking I wanna improve
I imagined old witch with litle hause on big turtle that could sel some shit or have some quests or literaly anything
trophies have been getting so much use as of recent updates. trinkets, fishing bait, armor... i think theyve got enough uses. if you have too many trophies just obliterate for free coal
or decoration
and if you really don't need a certain trophy and can't use it in any recipe, you can just dump it into the incinerator and get some useful coal back (though coal itself isn't that rare of a commodity either, but at least it can be "used up", unlike a trophy)
Rick
if you have too many trophies just obliterate for free coal
I just wanted to ask, but have you already finished talking about the pond and the waterfall? I wonder if it's difficult.
I don't think anyone was talking about it, I would assume because most people that frequent the suggestion channels know that natural waterfalls aren't going to happen. Ponds already generate naturally though.
I've never seen a pond that isn't tar.
They're out there 👍
I dont envy the person trying to code moving water in Valheim lol
The engine might be a limiting factor
Plus as always when this stuff gets brought up, its always a case of, it would break some peoples builds
Flowing liquid is a thing, it's just used for tar. Fairly certain no one is trying to code moving water in Valheim, so no worries there.
Ponds in that sense do not exist, unfortunately. What Omni refers to as ponds are simply inland, low-height patches of land that let water appear at the bottom because of the low height. You can't have water, say, atop a hill.
you can, but adding another instance / resource heavy thing to the game just for "looks" isn't the best idea 🤔
In case of trophy use i think theyre a bit ...
Like all you can do w them is decorate
Few of them have use for crafting
But what else ? You obliterate them ? Thats quite bs imo
Or rather obliterator it self is even more bs
They shouldn't be too useful with how rare some of them are
Look game clearly have not enouch use for lot of items
Trophies are basicaly garbage that most ppl just throw out cos they just take spot in so smal inventory
Few of them are nice for decoration
Human imagination is infinite.
Idk i think this situation have good and easy solution but posting that in suggestion im sure it will get downwoted like shit cos looks like 90% of suggestions good or bad get just downwoted
I understand how you feel.
Imagination yes but stupidity too
since it just looks like ppl playing that game are against anything and everything good or bad
It's not that I am learning programming. So while my idea might seem good from an amateur's perspective, I understand that developing it would require a tremendous amount of effort. I hope it can serve as a starting point for ideas that can positively impact the game at a low cost. I recognize that this is the nature of a place for discussion.
I see plenty of upvotes, even your latest has far more upvotes than down. 🤨
you could just not pick up those trophies in the first place...
Sacrilege!
I remember talking to my friend and we had the same idea about trophies. They're a bit rare, and it can be a struggle to get enough common drops you need. Being able to break them down into just one or two of the enemy's common drops would be nice, like a little bonus.
I'm thinking you do it at the food prep table XD (JK it would clog up food crafting a ton)
I know not everyone shares this thought, just thought it was funny it came up
Must pick up all the shinies
I think resource recycling is important in survival games. You want to make use of every bit of material without waste. You could just turn it into charcoal, though.
ye weird anyway i mean about guy that want to dive under water for example im not long enouch here to give better
Yeah, in that way, trophies can fuel braziers, craft banners/signs, and smelt metal. Pretty useful to be fair. Not to mention, they can save you time/effort where gathering coal is concerned as well.
thats exactly what i was imagining obliterator is such bullshit , why it cant even give 1 coal per 1 wood at least ... but anyway why ?
imagine some thing like sacrifice or something like that for odin you are killing his enemies so let me make altar for sacrifice of normal trophies and especially boss trophies which are nice for decorating but again usseles
if you make altar give you something special or just mob drop it vould be much more usseful than fking coal...
but again lot of items have few uses so getting more items with no use is pointless
but this vould make killing boss again for something you can get from sacrifice worth it
because you can already get 1 coal per every wood you have by using the kiln
you get 1 coal every 5 wood in the obliterator
yes but using kiln is anoying why cant i throw 50 wood on obliterator and get 50 coal
that's because one takes time, the other does that much quicker, but you're not supposed to be using the obliterator specifically to get coal
and again why vould i want fking coal ?
Because the Kiln would be rendered useless.
it is usseles af
it's a niche tool blocked behind an optional trader
Banners, signs, brazier crafting/fuel, crafting forges, and smelting metal. All things that never stop being relevant.
ever heard of surtling spawners ? why would i want to make coal any other way than dig hole in surtling spawner and afk few minutes ?
if you turn fire hazards on, or even if you like hunting more than anything else, you can still get plenty of coal, so in that sense I agree the kiln is pretty useless overall
but it's part of the basic smelting system
Right, it's just not how everyone gathers coal, where the obliterator could effectively make a case for being the only choice.
or why vould you play with kiln when u have spawners ? which are the easiest to make farm from ?
pretty sure they don't spawn so fast you can sustain any more than one smelter
That's also why I don't actively rely on surtling farms, and just utilize 4 kilns to feed 3 smelters, that way I've always got more than needed to keep them running.
looks more like they added obliterator so player can get rid of usseles items which is good i have no problem w it its just not worth it imo
then don't buy it, you're not forced to
it's not like it costs that much either, but you know...
Alright, you can keep your items it's not going to alter your course drastically, it'd just be helpful to deal with overflow.
i found 3 so close together and even if no afk fking hour and place crafting bench they wont despawn
also, I checked, and surtling respawn every 5 minutes, which is a lot: if you're lucky, you're getting almost a full stack of coal every full day (30 minutes) of IRL time
well, okay, you got a good setup, but you can't rely on luck for the entire game or playerbase
I've a swamp with about 8 spawners in a nice loop, and that can net quite a bit with starred surtlings in the mix.
now we have overflow cos there is nothing to use items on but later when they hopefully add more things items will have use
I genuinely don't understand why you can just not pick up stuff, if you're complaining about garbage items...
all the stuff I keep that I don't use is stuff I plan on destroying later for some extra coal, usually, because that's how the system was built and that's how you're "supposed" to play the game within the game's limits
protip: you can turn auto-pickup items off
im not complaining about garbage items i just dont think that obliterator is a good way to use trophies specificaly just to get 1 coal boss or not
The game somewhat teaches you that everything has a use, even trophies(first boss sacrifice). So it's perfectly natural that players opt into storing most things.
uh... as I said, it's only there "just in case" you wanna use it
the game also teaches you that you hardly need more than a few sacrificial items at first, and even if bonemass requires 10 bones, those items are plentiful, which I wouldn't really call a "teaching" in the first place
how can you say everything have use when game is in early acces
its clearly gonna get more of everything
and if you're filling up your chests with boar trophy stacks and you're complaining about garbage, the problem probably lies within you, not the system/game
I didn't say that, I said the game teaches you that. Overflow or not, everything can be utilized at one point or another.
The same biome has boar trophies which don't have a use for anything
Coal, & decor.
the point was that "the game teaches you everything has a use" is false
What's one thing that doesn't have a single use?
if you include decor, sure, everything does
Well, it's included because you can decorate.
boar trophies have no practical use
as many other trophies in general, which is the main issue brought up, I believe
lets not say single use but there is lot of items that could clearly have much more uses
to which I replied you can just not pick them up in the first place or throw them away
No the issue was that coal feels useless as a return from the obliterator.
I'm surely not gonna fill my chests with greydwarf eyes just because I keep running into them everywhere, am I?
More is always nice, but Valheim isn't exactly ever expanding.
It depends, if you build portals often enough you could see them as incredibly handy.
I wanna see how often someone uses an entire wooden chest full of greydwarf eyes in their entire playthrough...
game is good and they should add some stuff in base game but ofc there will be mods
I use about 3-4 chests myself, portal hub buildings are something I enjoy making at every landmass.
"chests", not "stacks", full of greydwarf eyes? That's like... between 150 and 200 portals total
you picked realy bad item for this since greydwarf eyes are used as fuel for blue lights
fair, I never use those
so if you use a lot you have use for them
but early game you don't have access to those torches, so I assume you store a few stacks away and that's it, you don't keep stashing away more and more of them
wdym expanding ? will deepnorth be last update of game ?
yes
It's said to be the last biome yes, but updates aren't confirmed to be stopped.
or rather, it will be the last biome. Whether there will be any more updates is to be seen
In fact one of the developers said they aren't against updating Valheim forever.
well i know it will be last biom but it who said its last update ? what if they want to get out all the bioms and then expandt thier content
Perhaps, but that can only be speculated.
this is no longer a topic for this channel
ye look there can be special little bioms or some variations of existing
deepnorth will be last biom in dimension we are living 😄 what if they add some different dimension or something ? i mean its a game its stupid to limit yourself by trying to be realistic
Yeah, we're saying there's no disclosed limits.
imagine they add something like skyrim gods where you can make shrines for some gods to get thier favor etc...
or Loki's pranks where you can find portal to some pocket dimension with unlimited bioms and chalenges
Literally forsaken power with extra steps
The point of valheim is you're in the testing ground you dont have gods favor until you pass the testing ground
It’d be nice if the forsaken power grew more powerful the more offerings you’ve left. Not by a lot, but some way to reflect the gods’ favor.
You should be able to upgrade each power by fighting a harder version of it
Also a neat idea!
forsaken powers are quite booring and should be reimagined imo
they were all changed in call to arms
i mean i dont want fking atom to drop on my feet when i press F but stat boosts are so booring in every game
That and 25% upkeep in most cases makes them kinda ass
There's literally no reason elder shouldn't be a passive effect
ye imagine if you could build sacrfical stones or something like that and if you have trophies there you also get some passive effects they could work only for like 25 in game or irl days
Like what am i supposed to do with 5 minutes of tree chopping that's USELESS bro and health regen is such a bad stat
Eikthyr can stay 5 minutes
Bonemass can stay 5 minutes
Elder should be 20 or just always on
Moder Should be 10
Yagluth can stay at 5 but reduce its cooldown to 15
Queen should be 10
Fader should be 15
i mean they look and feel more like starting point for the "forsaken powers system" i mean stat boosts ... moder wind change is most interesting
getting rid of it is strange to me
Interesting, the last I’d heard they weren’t planning on endless updates.
They wanted to finish and move onto new projects
I think the changing to the Forsaken Powers were really great. However, I think it would be more interesting if the power was "split" into passive and active.
Passive it would just have a small bonus whereas active it would "deactivate" the passive and for the next 5 min it be the active part:
for example: Elder's passive = +60% Chop and Pickaxe damage increase. If the F button would be pressed, now active, the following bonus would take over its passive bonus: +30% health regeneration increase.
The +60% Chop and Pickaxe damage increase is no longer there and only the +30% health regeneration increase is.
All other powers now have utility AND combat status, so splitting them could be a thing.
And why would they? I mean, the whole linear loop is basically complete.
This might get a bit complex with the amount of stat influence going on, and maybe just have the powers activated less because they're always activated with a passive. I could see this being done with a bit more cost though. Like a trinket built with a forsaken trophy and retooled to allow for a passive feeling, but ultimately requiring that trinket slot.
Greetings! Since Discord and Twitter didn't allow me to write everything at once due to the character limit, I'm attaching the file.
My friends and I have spent an incredible amount of time playing Valheim. Personally, I’ve completed the game five times through and through, each playthrough lasting at least 400 in-game days. We wanted to share some of our wishes and issues through this collective letter — it includes opinions from six people, haha.
Sorry if some of these ideas have already been brought up before — we simply wanted to express our own take on them after countless hours in Valheim.
Agree on chickens 
That roadmap had been called obsolete by the devs since before the H&H update.
So bringing it up to point out where something is, is completely pointless.
mhm
It's strange cose they essentially made most of the map updates
Vendor inventory expansion 👀
Vendor inventory expansion
Or
Vendor inventory expansion 👀
Guess we'll never know until 
Considering it’s an outdated roadmap, my bet is we’ll never know
🎰 bet? You'll lose it
Dad blues gazed into the crystal ball and the crystal ball stared back at him 🔮
The stupidity of ppl is unlimited as i said b4 ...
Please for love of Odin tell me why would you downwote a normal suggestion of adding building materials and stuff for building in general in game where building is half of the fkin gameplay
Personally I like the limitations of what you're able to use for building because finding new, fancier materials as you progress is satisfying
In the past I've downvoted suggestions for building additions for example because I have felt they wouldn't fit the game, or they would in my opinion just add unnecessary clutter. I would advice not taking the votes too personally, sometime just the wording can affect how people respond to a suggestion.
If you asked me in early 2021 what I think about magic
I would have said it doesn't fit 
imo
Downvotes should be removed from suggestions
Just keep thumbs up and recycle
Since 90% of downvotes are duds
🐻
I dont realy mean my downwotes and ye agree this suggestion system is bad id like if it was like in vrising suggesions where ppl can say under suggestion why its bs
So there is actualy some discusion about it cos here in this room it will get lost so easy
Game clearly need more building materials or atleast different textires for existing ones
But thats my opinion ...
Idk any idea is an idea ppl stay in viking theme they dont ask for helicopters
Magic is part of game already problem is you have nothing early but not much feom different weapons either
I was agreeing with you by the way
On how that mindset is silly
Magic is absolutely a great addition to the game
Never forget
They downvoted and had a crusade against bears
The same people
But in the end, everyone should write whatever they want no matter how much they "disagree"
Irongate never misses 🐻
bear is more tanky than troll 💀
Tanked straight through the criticism 🔮
real
My guesses- it's a list format, which isn't allowed.
There are already brick walls, made of stone, black marble and grausten. (None of which require clay, plaster or straw)
There are multiple unclear ideas in one bullet point.
The final suggestion listed strays wildly from the topic presented, but also asks for enchants that already exist.
I only wish we get vertical variat of 26 degrees parts 
👎 ‼️
I wanna do cone roofs 😂
They're teasing new roof pieces with deep north, they look far steeper.
yea but what about the BEAMS. if I could use 64 degrees beam i would save so much room and would make build even more epic
Yes there are typically beams to match the roof pieces.
yea so if we got that kind of variatns for other roofs it would make builds even better
People in this server downvote the most basic quality of life suggestions ever
I've seen like maybe 10 ideas that were overally liked
The one guy that wanted to remove xp for changing dirt then getting down nuked into hell was funny to watch
So you scrolled up a handful of times? I counted over 10 from just the last 4 days.
Fair enough
That truly makes no sense to change, some people will be utilizing that function legitimately on mass, it should still benefit them.
root harness moment 😂
Bug repellent
Yeah, that was a bit much, it was essentially- 'this thing happened to me once and I was so mad, fix your game!!!'
Also i literally never use root chest because its ugly
I dont use that stuff, I just tank it 😂
I mean i dont need it at my level but its not like mosquitoes are exactly hard to avoid
They lock in and just b line even with a plains level shield parry whop
If you cant? Dodge shoot
Legitimately it has One attack
I still use that on mistlands cuz seekers do nothing to me (except when they use their blunt attack )
2 heavy + root harness
But its SOOOO UGLY MAN
why, to me it looks nice
With the whole set
The chest with carapace? Hell nah
And i mean how many enemies actually do pierce late game?
Genuinely asking
Also im assuming resistance happens first then armor
Every enemy in ashlands except for asksvins, lava blobs and voltures have pierce on some or all of their attacks.
In mistlands, ticks only deal pierce, dvergr rogues have pierce from their crossbow, seekers deal pierce on some attacks and seeker broods deal pierce too.
The queen has pierce on two attacks and all of fader's melee attacks are pierce.
Resistance is applied before armor
I mean their stabs yea ig but dont they mostly swing because stabs are so slow
Takes 8000 years for a stab to happen
Which enemy
Any of the melee skeletons in ashlands
Yes only the thrust and thrust feint deal pierce
Morgens are weird because i wouldn't imagine pierce from them
Damage types aren't attack based
What do you mean?
Different attacks don't do different damage types.
Enemies use separate identical-looking or invisible weapons for each attack, they don't have multiple attacks on a single weapon like a player
Enemies have an inventory just like the player and their attacks are stored as items inside
How is this relevant? 😛
why were you bringing this up?
I would really like armour slots. Wearing armour or not is barely a choice so it feels like 4 slots are constantly taken from me.
Loafy had mentioned understanding that charred stab and that makes sense to do pierce damage.
I think you read this as "attacks don't do different damage types"
That's what it says
glad I gave you laugh, then
You mean that like hold on
(All slashes do one type all stabs do one type)
Is that what you're meaning
Is this a joke or some elite knowledge im learning
something tells me it's neither
Why would I joke about it
all creatures have an inventory and all enemy attacks are items. Most of them can be spawned with commands although many don't have a model so you won't see them infront of you, and they don't have icons assigned so you can't pick them up.
Try spawning a draugr axe now
It is elite ball knowledge
or any other attack
Fair enough
I dont use commands really the only time i did was when i switched from xbox to pc so i could level a character to where i was
Other than that i dont meddle in hammer mode or commands often
what are you on about? 🤔
Enemy attacks are items that are stored in their inventories
Every enemy attack is an item not just the weapon loadouts
although armor and accessories such as stone golem hat are also items in their inventories
well. technically you're correct
#suggestions message what would crabs even be used for in the first place? Just aesthetics?
Or something giving your character a permanent itch at certain places. shudders
to rave?
lmao, my first thought was that as well
Maybe crabs could carry a secret burger formula
Crabs have potential 🪩 🦀 🍔
Crabs getting downvoted needs an explanation
I dont get why people are opposed to crabs
More than troll hide i guess 💀
I'd make an early game crab shield and food
I think it's the suggestion that needs an explanation 
you sure you're not one of the
?
Fair but like use your imagination
I imagine crabs on the shore of meadows, doing exactly what necks do for the game and adding nothing new, just more item bloat.
I truly lack imagination for not being able to see how a crab could be more useful than a troll
That or OR big ass crabs in the deep north that you ice fish
Nothing unrealistically big
Even if this is sarcasm correct
See the deep north detail might have made me more willing to upvote.
I just figured people would assume what makes most sense
Ice fishing or meadows nothing else makes sense
why would I consider content that hasn't even come out yet
Yeah, better to have a specific vision for suggestions.
Noted
Because that's the best time to ponder and suggest things
And i mean you dont imagine a crab shield or usable crab meat
we already have bear meat which has a very limited use, so even more food sounds redundant and bloating
That's on the devs for not giving it a use
and a crab shield doesn't sound like the brightest idea, but I guess it could be possible
Why not
you should ask yourself "why yes" instead
Because its cool
because the "why not" is way too big
Give me one reason why not
because it doesn't make any sense
and you haven't provided any specific reason why it should be implemented either
Because crabs are cool and explain why it doesn't make sense
It's not like crabs are anti norse bro
food is out of the question, shields made of crabs sounds dumb and I wanna see you make one IRL if you can
I'm not an expert of norse mythology, but something tells me there aren't that many stories about crabs
...uhhh I'd like to see you make an axe that shoots thunderbolts
that's magic
Crab buckler
and the concept of shooting lightning isn't anything new, many myths use it
you provided no logic at all and expect a logical argument against that?
what is magic in the first place?
because magic != anything is possible
it generally boils down to bending the laws of nature, not altering them completely from the ground-up
Crabs are natural
Bending nature is bending crab
'why crabs" same reason you can carry 5 trees of wood and jump 6 feet high in full plate
Because its a video game and it would be cool
at least carrying materials around is justified by all the building you're supposed to be doing, and the jump height can be passed as "athletic prowess"
you just want crabs for the meme
I dont deny that
Doesn't always need to be uber logical sometimes fun things can exist simply because they're fun
Th suggestion probably got downvoted for lack of details 🤔
(the crab one)
people downvote building blocks which give no downside, just more building optunities
#suggestions message This one?
not that exactly cuz it is just "crabs"
My initial assumption is that people don’t like the framing of the suggestion. “There’s so little for the amount of game” is subjective, and I would guess many players find that to be inaccurate.
But yeah, as far as crabs go, I think they’d be neat. But without any details to go on… I can see why it would get ignored/downvoted 
Not everything should be added just because "it's cool".
Indeed, there’s a lot of suggestions that are cool and would be amazing for Valheim, but sometimes it’s a matter of feasibility
-# Although my last suggestion stated the cool factor. 
Reaction to the latest "pirates" suggestion.
God daaaaamn yesss.
However, I feel like "pirates" throw people off because it alludes to another time period in history.
Let's say raiders instead. As the Vikings were pretty much pirates, they were called "raiders" instead.
Coolness can be definitely be a factor, but it shouldn’t be the factor 
For me, it would depend on the environment and conditions in which the raiders are encounter. I think any sort of boat combat in the current state would be hard to make quality.
But even then, I’m still really iffy on the whole pirate/raider thing, idk
Tbf battleaxes are the coolest weapons.

Without a doubt 
Last suggestion was bronze battleaxe. 
id argue that the coolest weapons are frost arrows, frostner, and himminafl

Frostner is an extremely cool weapon for sure 😎
when mjölnir? 💀
I dont think we should get that weapon. Its Thor's hammer, and Thor is in the game
"Add ocean content" is the new "add inventory spaces"
proof vados is trolling, made bait suggestion and cought him in 4k 😂
who is vados?
ok but... like... how does it matters?
thats a neat part it doesn't
What's wrong with more Ocean content?
just personal opinion, I dont wanna more ways to die in water beside the sea serpent
but they could make more uses for barnicles
and serpant scales
Or they could add more systems similar like Leviathan. You farm the stuff from it and it will start to submerge.
I like the idea of a spear, but i feel barnacle swords/atgeirs are stretching the kind of shapes one can make out of a barnacle.
Unless it’s crafted like a macuahuitl (Mesoamerican obsidian sword) where it’s a wooden base with razor-sharp fragments of chitin embedded along its length
There's nothing wrong with more ocean content, it's just been recommended a lot lately. I also think it's kind of weird that it's rarely small suggestions but entire expansion-worth of content. And pirates/viking ships at sea is probably the most common.
I would be fine with few more sea monsters appearing gradually due progressing bosses in game, maybe some special POIs too.
No for boss tho.
My man is clearly a ds3 data enjoyer, biggest crab fan
aztecs made swords out of obsydian, I am having similar idea out of barnicle
just bits stuck to the base for slashing
@smoky hatch it is kinda already in the game but at ashlands
adding elements to the weapons
Wouldn't mind some consumables for temporary melee effects though. Poisoned blades or surtling charges for fire.
yea, like in elden ring
Agreed, though not exactly on brand for vikings.
😐
everyone could stick some sharp things into the weapon
Why do you even need temporary weapons
Like basically its "cheap and good but breaks"
Or
"Cheap and bad and doesn't break"
Don’t we do this with the abyssal razor pretty much?
With the razor we basically have a blade where we've wrapped part of the body in wood/leather to make a handle, it still seems to be just one solid piece of chitin.
Second trinket slot that is unlocked after x boss is defeated
Rather than having it from the start
Don't worry. Sooner or later someone brings up a suggestion about trinket slo........
Oh, nvm.
@sick smelt #suggestions message
I do like the idea... from what I gathered about mist in general this would be impossible due to technical constraints tho, or in other words lead to 0.1 FPS on most machines
yeah i figured, a viking can only dream tho xD
Might actually be a good middle ground to not tank performance, since there'd be 2-3 small mist clear zones rather than one that's megabase-sized like what keeps being suggested
Thing is even if there weren't technical limitations/performance issues, increasing the amount that gets cleared would be minimal at best, since they fully intend to keep it as an enclosed space that still limits your view (the wisplight is just to give you some vision instead of practically none).
And given how the mist clearing mechanic works, an arrow that clears it would essentially be pointless/useless, since the mist would immediately retract after the arrow passes by, due to nothing being there to continue pushing it away (it wouldn't keep clearing the mist just because you want it to work that way). At best it would be used as ranged placement of wisp torches, where it would clear mist at the spots the arrows land at.
From what I gather it's switching between mist and no mist that causes issues... Having a static area devoid of mist is fine (take all other biomes as example) but moving large amounts of mist in real time apparently causes performance issues
...Having said that, it would be insanely epic to see an enemy as you fire a random arrow right past them into the mist
Tears of the Kingdom did something similar when attaching Brightbloom Seeds to an arrow, it'd permanently plant the seed and light the area. If it were changed up to instead be a permanent mist clearing on impact, that could be more viable. That said, it definitely shouldn't be available until after the Queen is defeated.
Yeah, being able to safely clear a path from a distance while standing still should be available later than the other options if such a thing were to be added.
In regards to in retraining thats the point, I ment it as a way to quickly see routes to take, see if there's a huge drop infront of you or a sheer cliff
so you want to throw mist torches?
honestly, any additional option to clear mist would be most welcome, almost regardless of cost or convenience.
arrows that clear a path of mist for a few seconds, a magic staff that does the same...
an upgrade to the wisplight to make the mist you already cleared take more time to return. (or increase its radius, but i know, potato consoles...)
a miniboss that drops the materials for a supercharged whisptorch...
a tree you can plant that clears mist taller up than a torch normally does
upgraded mistwalker attacks or 2ndary attacks clearing a bit of mist in the direction you are facing
a trinket or potion or helmet to see creatures through fog.
Honestly. Anything.
imma say just no to all of those 🤔
the mist removal (pushing) is alot depending on your computers performance
and our low end PC/consoles would start to cry very soon
You think the one about delaying the mists return after you clear it with an upgraded whisplight will bog performance?
I grouped all your sayings into one big suggestion and it's a no
I've seen billions of ideas on how to clear, remove, delete the mist
where almost all those people miss the entire point of the mist
I didnt want all of them. i wanted any of them. any one of them. or any other possible sollution.
I dont care if it costs 200 flametal and a fader trophy
but oh well... mods it is.
I'm not going to let the most beautiful biome in the game go unseen
the entire thing about mistlands is to give you a feeling of being closed in inside the mist
your suppose to be almost claustrophobic
I've been told by a bunch of players to actually play without the mistlight. and it works suprisingly well
Oh not me, I was just suggesting a better method(performance wise) rather than the wisp arrow that clears mist as it travels through the air.
I already have Wisp Torch clearing methods figured out.
A wisp arrow would be to slow pusing the mist from the speed of the arrow movement anyhow
Yeah agreed
I've done this too, and I agree it works surprisingly well (unless you play without map, then it is a truly unplayable nightmare without the wisplight.
but I don't see why that should apply to after you have beaten the biome, let alone the one after it.
nothing in black forrest can effectively kill you after you get wolf armor
poison resistance in the swamp is a wasted inventory slot if you have padded armor.
with mistlands food you can quite safely ignore the mountains freezing status effect for a long time.
with a trollstaff or slayer, nothing in the plains pose any real threat to you.
and this is me with my hypersafe playstyle
So, I dont think there is a reason why the mist cant be clearable by something unlocked in either the ashlands or deep north
and i dont say it should all dissapear when we beat her
well. she doesn't produce or is in any way responsible for it
so it lighting or partial removal due to her death would be.. wierd
but that's childrens adventure game (like nintendo games) thing.
kill boss, biome/city/country restores back to what it was previously before boss took over
i dont say any of the mist should go away when we beat her.
i just say there should be a way to trivialise the inconvenience of the mist with either ashlands or deep north resources.
just like you cannot prevent rain from comming down
you cannot remove the natural mist in mistlands
sorry
There is though, Mist Torches are incredibly effective, just make a lamppost structure you can place throughout, and it's cleared.
that still leaves you with a dense cloud 3 meters over your head, blocking all the gorgeous scenery.
yes. as intended :/
By Lamppost structure, I meant something built high. I make a small tower-like build that holds 3-5 Wisp Torches that reach the top of the mist from any depth of the mistlands. I've cleared my entire mistlands where the Queen is this way.
(luckily she spawned in a small isle but the point remains)
And i dont because i dont think such structures are beautiful, and that defeats the point of clearing the mist for me.
the point is that the mistless wilderness in the mistlands is among some of the most beautiful natural environments in any game.
but i see this topic is beat to death already and nothing will change the dev's minds...
so ill stick to forcedelete and mods
Well, my Mist Torch towers look really nice plotted about the land, but I took the time to design a nice layout for them. I achieved a lovely mist-less area this way, and I use this area for hunting Hares. To each their own though, but I will say that wanting a solution and in the same breath saying 'no not like that,' is a little confusing.
a difference in aesthetic preference...
understand that I will not even spawn proof my bases if I think it looks ugly.
I also go 500m from my base for mining, and dont chop down birch trees in the meadows in a 200m radius around my base.
and I mainly chop down the small beech saplings for wood because i dont like the meadows grass in the wooded areas unless it also has trees.
I do the same with birch trees, and I also spawn proof in a way that looks good. 😛
I create a ring of watch towers outside of my base for workbenches to sit inside of, and make little aesthetic woodworking/stoneworking/etc. places where spawn proofing needs to happen within my base.
#suggestions message
was there already a discussion about this one ?
What did you want to discuss?
I'm curious why there's so much pushback against my posted expansion idea.
I'm definitely ready to hear some critiques if anyone is willing to discuss it.
Personally, it just sounds like another 'I want more' suggestion, without much detail beyond that.
Also, it's not even close to being as simple as handing over Valheim to another team of developers. The amount of behind the scenes work that'd entail is gigantic, not to mention the current team just losing artistic integrity with their collective vision.
@hybrid gull You can block cancel a bow, but anything else could feel a bit too easy imo. If you can cancel attacks, there's no timing left to consider other than the moment you're going to be hit, and you can just spam attacks.
I didn't realize wanting more was frowned upon. It wasn't meant as some sort of a "gimmie gimmie" sort of post. Just an avenue when the engagement dwindles after deep north.
I also didn't realize only simple suggestions were well-recieved. Is this crowd looking more for simple code tweaks and low-hanging fruits? I'm new here and haven't mined through the past posts.
There's no formula here, though a precise well expanded on idea will be received more reasonably in most cases, rather than 'you should let other developers make dlc, and call it realms.'
You'd get further suggesting an additional realm with more detail, rather than something as broad.
BUT remember, you're just dealing with players mostly, no one can be considered totally correct here.
That wasn't the point of the suggestion; to hand things over to other devs. That was an afterthought added in because i figured the current devs are probably tired of working on the same game.
Tired? No, deadlines, yes. Publishers/funding aren't infinite, and they must move on to the next project, there's no funding to hire an entire new team, not to mention trust they can carry the vision on precisely.
I appreciate your responses. Are you on the development team?
So aside from the extra team aspect and funding, the idea of fresh worlds is a bad idea or just over-suggested?
which is why it's not supposed to be an easy way to get out of a pinch: if you're swinging your battleaxe everywhere you can't stop the motion, but if I'm doing half a motion of a one-handed axe I can just stop when my arm is raised to strike, which is by no means unrealistic (even more so if I have a shield equipped)
The realm suggestion is essentially just loading a new world 🤔
The second half of the suggestions implies DLC or Valheim 2
No absolutely not, I'm just a player like you, though I've developed many games with teh same engine.
The idea is just underdeveloped.
Where it differs is that it's new. Not just a new save game with the same outcomes.
Realism is great, but combat does need a degree of intent behind it, swinging without a care because you can block at any moment sounds far too easy. I could see a small window of allowance at the start of an animation, but the way the suggestion is phrased is just a bit much imo.
I did say it shouldn't be allowed on all weapons and/or attacks, what else am I supposed to add?
I can give a comprehensive list of all weapons and attacks, if that's what you want
You're not supposed to do anything, I'm just giving you my thoughts on it.
But also, this wasn't meant as a finalized or even serious suggestion that i would ever expect to happen.
I mentioned it on another server and someone suggest i take it here. It's just a rough idea reminscing about how nice it was to experience the game for the first time.
the idea is that certain motions can and should be allowed to be interrupted
most two-handed weapons would remain untouched anyway
Yeah that just does come across as if you can interrupt certain weapons at any time. More block options for weapons that allow for a shield to be present in the first place seems problematic to me.
I could see a 0.2s window on the first combo's attack having the interrupt option being perfectly fine.
As it's suggested though, not a fan.
Ah well, welcome! To be clear, for all the people here know, any idea posted could be read by a developer who likes an element within the idea, and we're just giving opinions/speculating.
I would recommend not placing too much importance on what people think here, I've seen many frustrations arise whilst people fight to explain why they made the suggestion.
Iron sharpens iron and i like being critiqued. I just like to understand the thought process behind it. It doesn't help anyone learn anything to just see a bunch of 👎
That's a good approach. 
Of course, not frustrated at all. Just scratching my curiosity itch.
Which, can easily be taken as frustration by others.
You've helped me this far, could you go a little farther and tell me what the ♻️ implies?
Ah that just means it's been suggested before, or something very similar has been suggested before.
Ahhh cool
Welcome! And yeah, like Omni said, don’t take the voting personally! A lot of users will use this channel to bounce ideas around and refine their thoughts. 
100%
I was just surprised it was disliked by so many so quickly lol
It happens 
As far as the suggestion goes, I would personally rather see more resources/effort put into the current biomes before generously expanding into new ones. A whole new realm is a pretty large scope, but could make for a good mod potentially.
What do you mean by resources effort?
I simply didn’t perceive it as a method to renew that “new player feel”.
New parts of the same game, don’t really capture the same learning experience. New biomes, or even “realms”, are lovely, but it’s still the same core game. To get the experience you’re looking for would require a new game to be complete. Which I’d rather they put their energy towards, rather than constantly updating this one
Mostly time that Irongate puts into such a feature, space in the game for things, etc. stuff like that.
If the desire is to re-ignite that ‘fresh feel’, I think a some sort of expert mode/challenge mode would be the way to do it. For comparison, think Terraria or V risings expert mode.
V-Rising has an expert mode?
Huh, guess I never finished the regular mode to find that lol
So I’ve been told, haven’t played myself to confirm 
Terraria absolutely does- tougher enemies, new movesets for bosses, mixed up spawning times/location, More Loot!, all sorts of really cool content that goes deeper than just “higher HP and damage”
New affects for some of the items iirc
Ahh yeah.. the desire was to re-experience the unknown. Not just more of the same at a higher difficulty.
I started playing back when it was first "released" without any directions or in-game tips. Within a day or two i saw my first troll and had no idea if it was even something you could attack. I plinked it with an arrow and saw it did next to no damage but it was angry. High-stress and panick set in 🤣. I had no idea what i was doing or what was ahead and that is the feeling that would be nice to rekindle. Keep in mind this was before the raven would appear with tips.
A new realm with different physics and possibly different material gathering methods so you don't really know what to expect, would allow for that.
But again, it is unrealistic
So, a new game. (Not new world)
Not quite. You'd still be able to travel back and forth and keep your skill levels. Of course, there could various ways to share aspects across the realms. Some things would just be left unknown until discovered.
It’s not that “new game feel” if it’s the same game
It is if many of the old assumptions of the first world won't help you in the new. I'm not sure what the changes could be. It's a thought exercize. You may even have some ideas to add to it.
But yeah sort of a new game added to the current game as an expansion that is woven into the first. Perhaps many previous suggestions, from the players here, could be implemented there?
I am excited to see what the devs come up with for their new project. Though, it will almost certainly not be a viking-themed survival game. I bet they've accumulated so many ideas along the way that it will be a real banger.
@spiral ice excellent suggestion. I can easily see that being implemented and being a nice addition to ranged combat to allow you to have more diversity in your playstyle. And would be very funny
@real marlin I dont understand a single that ng you wrote. 3PB?? What is a PB?
And 5 in 20 is better than 3 in 40?
Sounds like alot more than alot less to me 🤔
Peanut butter, obviously
I tried to read it and I think it means "probability". I have no idea what he's trying to say otherwise.
just did the maths for the probabilities, the proposed probability is about 3 times larger than the original probability.... (specifically 333.3% larger) hopefully it is probability, because if it was peanut butter i'd take the latter (the initials could also stand for PetaByte, but that might be irrelevant and i'm not sure on the abbreviation for it)
when I math it
5 times in 20 minutes is more than 3 in 40 minutes
and also, it's not how it works 🤔
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i was saying that the proposed 5 times in 20 minutes is more than 3 times in 40 minutes, but oh well, i guess i can't maths
I thought he was talking about player base structures and that the requirement to be raided should be five within 20 meters instead of 3 within 40
he wants to build his base like a spread out town that either wont get raided or only his castle with his main chest storage area will.
as it is now, he would get raided from 2 quite far apart buildings where one has a crafting table and the other has a campfire and a cauldron.
#suggestions message
I actually love this idea, or something like it at the very least, because it would help distinguish the crossbow from the bow
it would make me actually want to try using crossbows despite them coming so late in the progression and being low leveled
Sometimes I think of stuff that I dont even want but at the same time its so deliciously diabolical. How about if Fulings get into your base they steal stuff from your chests.
yeah, that makes sense, but the requirements are a bit weird as he suggested them: in the meadows you quite effectively only need a bed, a crafting table and a campfire. If they increase the PB requirement to 5 you'd almost never get Eikthyr's raid, unless you build a couple torches (all the other PBs csn be crafted only if you step into the Black Forest)
I'd say it's fair to just reduce the radius to something like 20-30 meters, because it's quite rare to build a base in which three PBs are further apart than that distance
40 meters is definitely a lot, and in some rare cases you could start a raid just by being marginally near your base, outside the walls you probably have
heck, I'd even go as far as say that the requirements should be 3 PBs within 10m instead
Both of those ideas would result in raids just happening far less due to how much more the parameters would fluctuate between true and false states. 5 base items in range of 20m is going to be mostly achieved within a main base building/crafting area, and you could unknowingly bypass the raid requirements just by building things slightly spaced out in different buildings. 3 base items within 10m is going to become inactive extremely often just moving around inside virtually any base of any size.
my proposition of 10m was a stretch and I'm aware, but keeping the requirement to 3PBs within 20m (the same radius of a basic workbench) sounds more fair than 3PBs within 40m
you can't even use the workbench but it still counts as "being inside the base????"
either increase the workbench's effective radius to 40, or bring down the requirement to match the current workbench radius
@wanton atlas thoughts on reducing the raid requirements of 3 player base structures within 40 meters to 3 within 20 meters?
I don't think being able to use something is the balancing factor here to be fair.
if I can't use the workbench, the land I'm standing on is not part of my base
It seems it's just a safe range to help ensure that if the player is near their base, they'll get a roll on whether or not a raid happens.
I understand why other PB structures would still have 20m radius, and I'm fine with that
this makes it sound like players want raids, while by lore they are attacks meant to damage you
The developers want raids, they don't want to accidentally mitigate their own functions by adding factors that lessen the chance. That is handled by the raid chance itself.
if you want more raids you can either stay all day inside your base or increase raids frequency
you're not a developer, don't speak for them
I am a developer, and I can tell you, they don't iron out all these raids to have them be easily avoided or even accidentally.
you're not a developer of Valheim
That doesn't stop me from having insights.
but it should stop you from putting words in their mouth
I don't like the change
you wouldn't want to "mitigate your functions"
thanks
Omni been fighting me for almost 5 years at this point
so he knows what I usually say before I say it 🤔
Ah sorry
and yes .changing the radiuses would make it harder to trigger, which would give even less raids
I would still not take his words as yours
I can only argue that if frequency is the issue, radiuses aren't by far the only solution to the problem, even more so when you're objectively not inside a base: make the check more frequent or even get rid of the check and just launch a raid periodically
I find it illogical that player bases are used to trigger the raid, but at the same time I don't need to be able to do any player base activity and still trigger one
40m away from a workbench is "the wilderness", not my base
40m puts you roughly 5 seconds(or less depending on skill level) away from any base. This is not a problem.
so increase the workbench radius to match the raid radius
the raid's 40m radius is but an approximation for an intended result
Workbenches are just one of roughly 30 things that can trigger a raid, and there's no reason to link using a workbench with defending against a raid. It's just indicative that you're near a base structure.
Besides, a fully upgraded workbench does have a radius of 36m.
you're right, every player base structure should spawn-proof a 40m radius area
making each player base structure's effective radius the determining factor makes more sense, but the priority is for raids, so that's the only option left to tie everything together
the workbench's radius increases with upgrades? Great, make its effective area the area that allows you to trigger the raid, so the more you upgrade it the easier it is to get a raid
Raids have a chance of not happening already, there's no need to add any difficult to calculate fluctuations to that. Raids work fine as is, and can already be adjusted to the player's liking within modifiers.
a new player wouldn't be touching modifiers, I believe. I'm talking about an unadultered game, which is objectively unfair in its judgement. You also assume that being 40m away is always just a 5 seconds stroll back to base, but you could trigger a raid while in the water, stranded at the bottom of a steep incline or whatever: you're not in your base but are considered as such, and that's unfair
since the logic is that I need to be within 40m of my base I can just spawn-proof that 20m wide extra band around my base, but you can repeat that reasoning ad infinitum, so, logically, you should just keep spawn-proofing as far as possible
leaving the requirements as is means that the developers want players to exploit that (because if there's an easy way, people will take it), which in turn would make the raids entirely useless once I spawn-proof all the land within 100m of my base
Raids aren't that difficult, new players are often checking into modifiers, and it's not unfair as most players try to kite raids away from their base structures for safekeeping anyways(tames/goods/farms/etc). Yes you can spawn proof, but at that point you can also just, turn raids off, saving yourself the work. The only exploit you'd have there is the exploitation of your own labor. 
Raids are a delivery of goods anyways, learning to combat whatever might come your way and staying readied for battle is a good thing. I personally do create a ring of watch towers around my base for additional spawn proofing around the walls of my base, this helps to prevent night spawns from getting too close, and giving me that additional few seconds to gear up before I lead a raid away.
every 46minutes it does a check. is that really a problem?
so technically, you can have about 34 raids during a 24 hour playcycle
it's not a practical problem per se, just a matter of logic: finding yourself outside the range of your base but still being considered** inside** it makes no sense.
You said you want raids to happen with a certain frequency, but why does the player have to be inside a base to trigger one in the first place? Like, I'm pretty sure the bosses wouldn't really care where you are when they feel like raising their armies against you. Why should they wait for you to be home? On the contrary, if they want you dead and they know whether you're home or not, they would probably attack you when you'reoutside, wouldn't they? (I'm excluding non-bosses raids for simplicity here).
So the question for boss raids is: why do bosses attack you? Lore-wise it's because they want you dead (so the PB requirement makes no sense from the bosses' point of view), while gameplay-wise they happen to give players a hint to where to go next (but the PB requirement seems unnecessary here as well)
If frequency is the most import aspect, making raids happen based only on time makes more sense in every aspect I can think of
personally, I'd rather have raids happen not in my home, where my buildings could potentially be destroyed: I'm referring to intricate buildings, not crafting stations I can replace with a couple clicks once they get destroyed
and let's include the world modifiers: if I'm increasing the frequency I can just build a very strong base and stay always inside, where the raid are more annoying than "hard"
once I got raided by wolves in the middle of water. It was funny
tbh, I'd be far more afraid of raids if they always happened at random times, no matter if I'm home or not
and increasing that frequency through world modifiers would make them actually stand out, too
as the player I shouldn't be allowed to even remotely control when a boss wants to attack me
so restricting raids to time requirements only makes raids unavoidable and meaningful
I feel like the turning in Hildir's chests results in more frequent raids. Am I right in thinking that?
No, the frequency is only changed by world modifiers
no, the time intervals are the same
Its weird because I really feels like they happen way more often.
defeating those mini bosses increases the pool of armies the game can pick from
Like, my plains base got raided... huh... once I think
I turned in the chests and after 10 min "THEY WERE BROS"
- No where does it mention you're considered to be inside your base when a raid happens. You are near your base structures, that is all.
- Raids happening outside of base structures could effectively lock a raid in place, because the player may never need to return to where that raid happened, and the raid will pause until resumed.
- Some mechanics aren't based in lore, and it's okay if raids are just a base defense mechanic at it's core.
- Base defense encourages consideration for utilizing strong structures, and learning from bad encounters.
- You can choose to not have raids happen at your home by disabling them.
- "near" != "inside"
- make raids follow the player's position until they are over
- a game without lore has no reason to be played over other games, and Valheim has a strong and special type of lore that should be emphasized instead of under-utilized
- what I'm suggesting doesn't change that: knowing raids can happen is enough to encourage you to build a strong base you could more easily defend from in case a raid happens
- for the second time, I'm talking about unadultered gameplay. The original idea is for raids to exist in the game world
even the idea that boss armies know where you are enforces that "you don't need to be home" idea: if they know where you are and seek you, why do they stop coming after you once you're outside a designated area?
The only increase in radius we need rn, Imo, is the stone cutter. That is a must, I'd say. hehehe
I replied to the wrong message, but... you get the idea.
yeah, no worries
- I'm not sure if you know that != means not equal to, but yes my point was that near isn't considered inside.
- Raids following the player would result in requiring a totally different spawning system to be coded, as well as systems to determine if the raid should be moved.
- The game has lore, without total knowledge of how raid triggers work, it's implied that your home is being attacked because you are a threatening and foreign presence in the world of Valheim, which is very much based in lore.
- I was referring to the message you'd sent about not having raids happen at your home because you have structures you don't want destroyed, which inherently encourages building strong defenses.
Additionally, having raids happen outside of the current base structure requirements would result in awkward moments in multiplayer gameplay, where a friend might not be easily supported while being attacked.
I wish we had another type of raid like "they hunt you". Which does not need any base. But I guess it woulnt'd have a great mob for that...
Pretty sure there is that… the wolf one
“You are being hunted” I think is what it’s called
iirc, it spawns on you in the wild, no base needed
Reading is tricky ❤️
Yeah yeah "you are being hunted". But I mean another similar raid to how this one behaves
I’m ok with there not being one lol. But, if there was one, the bats could be one, as well as the drakes. Bats would only happen at night though, if you’re out running around
I think most raids would be difficult to balance for both "at base" and "anywhere, anytime". Especially if the raid area would follow the player.
Dunno, maybe the new mob Vile 'hunts' you. It would diverse a little xD
Please no
why not? viles are scary AF (at first of course). It would be fun
Wraiths would be a good anywhere raid, but I just like Wraiths so
I like their chains, can never get enough lol
I like them too, and they are pretty annoying to get (the trophy)
Seeker raid maybe ?
There is a raid of them right? but it is a 'base' raid... so I'd agree on that
- I clearly don't know what the symbols I'm using mean
- you're spouting nonsense since we have the "Hunt" raid
- your presence is threating all the time, not only when you're home, what are you on about???
- raids happening everywhere would encourage you to run back home where it's more safe, assuming you have good defenses built.
Multiplayer doesn't need to change as much either, since the game can either pick the player with more progression by default or picks a random player if more are close to each other (just like it's already working right now)
balance as in... what? Why do they need to be balanced in the first place? Bosses want you dead, so they send an army to kill you
So you want raids to happen everywhere so you can run home? 🤦♂️
Also, many people don't realize they soft locked their raid system by leaving the Hunted raid area. Luckily there's a permanent raid indicator, but it can still be used as a pseudo disabling method.
- Essentially, the bosses don’t “know” where you are at all times, so they attack your base. The “hunted” one is logical to spawn on you, as it consists of wolves who tracked you down, hunting you
no no, the enemies in the army know where you are, that's what the icon on their head means
and they don't start attacking your base at random, they attack the closer wall that gets them to you
I think the game lacks defenses to counter raid in its core (at least until mistlands). So technically the best defense against a raid is to wander around within the zone and once the raid is over, just deal with the creatures (or tp away hehehe)
No, that icon means they’re alerted… that icon shows up when skeletons fight a deer…
You got too close
and they got eyes on the back of their skull right
Break line of sight and stealth, as intended.
and my point isn't even about the mob alert system
IF we had base defenses structures since BF, raids would be times better. The game would advise you to build some defenses around your base to help deal with mobs.
Sharp Stakes and Stakewalls are at BF tier 👍
ohh that's true! Stakewalls are just a wall, tho. But I forgot about the spikes...
I think people don't often build them (in my case also) because they don't return material and break easily (5 hits is it?)
those same sharp stakes that deal only 15 of pierce and take 34 damage themselves? Yeah, pretty balanced
Walls are a defense structure!
and are one of the few (if not the only) buolding that doesn't give you the materials back when destroyed
Also, I use sharp stakes for the odd enemy that strays near, in that way they're effective, especially if you get the chance to repair them before they break.
Typically I am able to meet raids outside my gates though.
if you can repair them when they have 1% of durability left, I don't see why I shouldn't be able to repair it to full health even if they have 0
Repairing them is the key. I have a set up in mistlands to kill wandering hares (and I have to change to darkwood ones) that I often forget to repair hehehe
Eh, it's not a massive inconvenience, especially with a tree farm overflowing my wood storage.
tools would logically break as well once they reach 0, but I can apparently repair them to full durability as well, which is inconsistent
I can just build a 2x1 wooden wall and it would have 'the same effect' as the stakewall. They are just "passive" (still defensive but just a wall regardless). Plus I don't want my structures to be damaged.
Enemy line of sight would be a bigger issue in that case though.
Not just for seeing players, but player structures they want to attack.
armies "know" where you are, so line of sight is pointless
in a raid don't they know where you are at all times?! so the size would not make a difference, no?
It's likely you're referring to the fact that they can hear you can better detect you in full lighting.