#suggestion-discussion
1 messages · Page 80 of 1
What means ♻️ emoji in suggestion?
It means it's been suggested before
or simular thing has been suggested before in some shape or form
I actually recently decided to stop using the ♻️ vote haha
That a ♻️ kind of response 
ty
#suggestions message I’m upvoting this only because I would rather this than the seal 
Rather hunt moose than seal? 
😈 I hope there's a recipe to make boots from them.
How is it that some people have additional icons under their messages (suggestion)? Why aren't they banned? It doesn't seem like a chat error or bug.
Only admins and other higher ups can do it but once an admin does it everyone else can
That's most likely because Smiffe adds those icons to reflect his personal thoughts of that suggestion.
#suggestions message @dull turret it’s not the official Valheim Hugin, but Hugin is available on the Grimfrost website! I think Grimfrost provides merchandise for Valheim, I think they’re partners or something?
With that being said, not opposed to more official Valheim merch 👍
Kinda sad it aint official but still tuff
thanks for for pointing it out that there is already a plushie kinda
but more official valheim merch would still be greate
Yeah no problem! And yeah, can’t go wrong with more merch 
@pure vine What would be the purpose of such an oven?
Because personally I don't see many reasons to add something like that if it's only for aesthetics.
That's literally it, aesthetic. No offense, but by that logic, adding ashwood furniture was also a waste of time since none of it is strictly better than some other options available earlier in progression, like the dragon bed outdoes the ash bed in comfort.
It just matches a black marble building better.
Shingle build pieces weren't structurally better in anyway over wooden build pieces .. they were strictly just an aesthetics addition.
Aesthetic options are important to the builders.
Similarly, shield styles weren't originally part of shields. People like visual customization.
Ah yes, I remember days before pretty shield patterns. Now it is fun to make wall emplacements to put shields on for viking home feel.
oh i am out too :d but it was well deserved 😄
Smoke pathfinding definitely needs an update. This design is perfectly acceptable as ventilation, yet the system has trouble allowing smoke to pass through leading to it bunching up within the interior
no
the smoke clouds have a specific size you need to take into consideration
And I’m saying it’s too restrictive
the smaller they are, the worse they will impact your games performance
That gap would be serve as perfectly acceptable ventilation if this were a real Viking longhouse. If the devs want to have “realistic” smoke mechanics, they need to do it properly
<-- dev
Oh, lol
and realism sometimes needs to adapt to game engine limitations
unless you all own NASA server-farm 🤔
They don’t even need to be smaller, just their hitbox
I think they are.. 0.6 meter squared atm 🤔
0.75m
no wait
can't even read the wiki correctly
0.42m
_Smoke instances have a radius of 0.42 meters which means they require about 1 meter space to get through. Beams can be used to block smoke movement while still leaving gaps to interact with the structures. _
All I know is that if I build ventilation that looks nice it doesn’t work well, but when I build something that looks bad it works at great cost to my eyes
can't have it all I'm affraid
because the more fires you have going, the worse performance you get
and if we made the smoke even smaller, you would suffer worse performance than you already do
The thing is that this design works without the wood beam edge trim, but it can’t not have it otherwise it looks ungodly
Maybe all that needs doing is making it so that smoke ignores the hit boxes of certain building parts, such as the wood beams
Wood stairs too, those things are literally full of gaps. Smoke would have no problem passing through those
If I was on PC I’d find a mod that gives me the desired changes, but I’m stuck on console
the mods wouldn't ignore the hitboxes .. they would just be smokeless fires .. by removing the smoke all together
I like the smoke, I like having to actually make somewhere for the smoke to go and seeing it rising into the sky. I just don’t like my creativity being forcibly restricted
this is all i could do myself ,but i dont think it looks ugly
it's simple and it works 😆
Has anyone suggested the idea of nests in Valheim as a way to generate more feathers?
yes . i wished for the removal of deathsquitos and replaced with vultures in the plains and they would defend a nest . this was before the ash lands update.
Might be more clutter and imbalance than its worth. Chickens already provide an overflow of feathers, plus they can be gotten from birds and trees. A fourth option probably isn't necessary.
They're not used for much either, just feather cape and arrows/bolts. And bows are already hella OP, so not really a need to make feathers even more common
Fun smoke discussion fails to bring up the fact you don't even need ventilation 😭 if your roof is either tall enough or long enough the particles just time out before bunching up enough that they would come down.
Agreed, chickens are already your base-source for feathers, anything more would be a bit much imo
I almost like this idea. A pie recipe using the highest tier ingredients, requires cooked anglerfish, and has incredible statline. You eat it and you get the statline... before puking your guts out.
#suggestions message Because you haven't been there long enough for the buff to kick in yet when you die and respawn, simple as that.
People can sleep and wake up in the morning without having been in the area long enough for the rested buff to accrue, so it's still not consistent.
Not to mention there's literally no reason to not have you respawn with the rested buff, the only difference is needing to hold still for an extra 30 seconds after you wake up. The player has already done everything to earn whatever rested buff waking up in their bed gives.
One is actually sleeping and resting (and the time jump is the reason it applies faster than normal), the other is coming back after dying, hardly comparable at all and can easily wager you wouldn't feel very rested after having just died.
#suggestions message
this is already planned for the 1.0 release
Perhaps IG should add the achievement: "You're the 101st asking for achievements" to the game.
Or perhaps give people posting rights in the suggestions forum after they did a search for the idea they got.
That may save the rest of us from lots of clutter and repeated "suggestions".
I don’t think limiting the suggestions are the way to go. Gatekeeping rarely gets favorable results.
I'm not saying that the suggestions should be limited.
I'm saying that people should do a damn search first before actually posting something.
I was just letting them know it’s in the plan
Which is something they could've known if they had done a search for "achievements"
And guess what: that word shows 1282 results........
Meaning it's been discussed before.....
#suggestions message I can guarantee that moving the channel further up won't make any real difference.
Well, currently, it's at the very very bottom of the list so it's "out of sight out of mind" - moving it up into the visible range would help some.
It might help…but also keep in mind that the Official™ Valheim discord is in no way responsible for or beholden to the mods made for its game.
They can scroll or find the Valheim Modding server for more detailed stuff but I don’t think a friendly redirect is such a bad thing
At least channel description in https://discord.com/channels/391142601740517377/1202320491377856512 states "not for mods".
Huge fan of the idea of adding achievements to the game, anyone know if that’s going to happen 
I googled Norse lore and now I will suggest something because it was a thing, so it should be in Viking Sim too, I mean Valheim.
I didn't say it wouldn't make any difference at all, I said it wouldn't make any real difference, as in it will be a very negligible change not even worth bothering with. The real issue will still persist, that people don't bother to read or search at all, even if the answer is staring them right in the face.
I think you might be surprised at how effective moving it into clear visual range would be - ask marketing and advertising folks, there's a reason they want you to see their image/logo/product as much as possible.
I don’t really see it is as a big issue to redirect people to the correct channels 🤔
I've seen people ask a question here, it gets answered, then someone else jumps in and immediately asks the same question. I know from experience that what you're saying generally doesn't apply here on discord.
I think you're overrating the amount of people using mods in this game.
The majority of the players and the people here play Vanilla.
So having those channels on top, with the PTB related channels beneath that seems a good choice to me.
I wasn't necessarily advocating to have them on top, just moved up in to the visual range on the sidebar is all. Voice channels could be clear at the bottom as people deliberately search those out.
and it doesn't matter where I put channels
people will ask for LFG in general chat, mods help ni valheim-help chat. etc etc etc
Humans are made out of convenience.
and will not go look for more than what they need most of the time
Retail worker of 12 years here. That only applies to things easily identified without needing to read, or with text so big it's basically the logo itself. People will miss text that's literally inches in front of their face. I've had people ask me where to find a product that occupies an entire wall directly behind me.
"... and can easily wager you wouldn't feel very rested after having just died." I'm curious how exactly you were going to easily settle that bet. Given that dead people are often described as being at rest and laid to rest, i say you actually feel extremely refreshed and energized after being ressurected in your bed. Prove me wrong, atheists!
Of course, trying to use realism to justify how respawn mechanics should work is a bit ridiculous, so im going to instead reiterate that forcing players to hold completely still for 30 seconds after death is not an engaging mechanic nor satisfying challenge. If you woke up in a bed, you should have the rested buff of that area.
You really don't have any valid defense for your stance here, just making up nonsense to fit your narrative when it doesn't at all fit the reality of the situation. You get the rested buff while sleeping because of the time skip despite not spending enough real life time to get the buff, however when you die and respawn no such thing occurs, hence why you don't get the rested buff applied immediately after respawning. Very open and shut case. And why should the player be rewarded with an instant rested bonus after failure/death? That's the opposite of how it should be. You already have to wait 20 seconds for it to be applied initially when you first go out exploring, so I hardly see the issue when you have to do the same after you die.
@clever spear Have you checked out a game called Aska? Its pretty much what you suggested, it even has a Viking theme.
Its on the Steam winter sale right now.
@clever spear the lonely feeling is intentional and it's a big part of the lore
this is why we need neck taming
@clever spear well the idea has been talked many times in this channel but not internally between the developers since it's suppose to be 1 players job, and not a viking village simulator game.
The further you play in the game, the harder it is to bring along NPC's and other non-player characters due to how the game is made to be played
"No valid defense for your stance" is exactly how i would describe your arguments. You know that having to wait 30 seconds holding still by your bed for the rested buff to apply after dying is A) not an engaging mechanic nor B) some compelling restriction that incentivizes play behaviour. Its just pointless, may as well have a 30 second cutscene of your character being ressurected.
You know it's pointless, which is why you're trying to justify it's existence, not by arguing its good gameplay, but claiming its the price of having consistent rested rules. But people keep noticing this issue precisely because it's inconsistent with how a bed works; any other time you go from a loading screen to waking up in a bed you have the rested buff. If this had been how it worked from the beginning, not even the most pedantic of players would have found waking up with the rested buff after death weird or inconsistent.
My defense remains the same: dying, waking up in your bed, and having to THEN sit still for 30 seconds to be rested is infuriating because its pointless waiting. We already have needing to eat, re-arm, and journey back to the site of our death (not to mention xp loss) to make dying feel bad. The rested buff has already been earned through the construction of comfort objects near a warm bed.
I will say it's definitely not pointless, and incentivizing death for an instant rested buff could be worth it to some that already have low skills or die a lot.
30 seconds isn't much to ask, especially when there are things to consider before rushing out the door in most cases where you've just died.
i dont see a problem with the 30 seconds. But i can understand if people dont like it. Maybe something like eating a special food that gives the sideeffekt of giving rested buff after death.
outright removing it tho.....feels cheap
It can already be emulated with meads that exist anyways, should you choose, you can just bring along health and stamina regen mead to attain the same bonuses.
most people who panics after dying are those who thinks their gear will despawn after death
alot of games have timers on corpse loot 🤔
like minecraft. run or your stuff is gone so fast
If I remember right minecraft loot only despawns if the chunk is loaded, which it usually isn't unless you died right next to base
Once you get near it you only have like 5 min tho
It is almost impossible for me to concoct a scenario where dying would be faster than waiting 30 seconds for a rested buff; I certainly wouldn't consider it so advantageous that everyone should be forced to pointlessly dawdle after death, just so this strategy can be nerfed.
I agree that there are definitely some people who die and rush out without any preparation to get their stuff back, and game mechanics that incentivize more preparation between gear retrieval runs is good in that regard. Stopping to eat some food, maybe grab a backup weapon and/or potions fulfills this. But running around your base collecting backup gear you've kept and eating food are actions. They don't feel pointlessly frustrating in the same way being forced to hold completely still for 30 seconds immediately after death does. Especially in a context where we know the game is able to give us the rested buff immediately, IE waking up from a bed.
Usually why I always install a gravestone mod into my playthroughs so I know the stuff is safe and sound inside regardless of how much I keep dieing trying to retrieve it 
The death runs can be real sometimes still, but at least I can swim however far also (or make the super simple Minecraft boats).
Wouldn't really compare Minecraft to valheim (especially once mods are involved, and I always use mods for MC)
🤔
But yes, the scare to lose your gear can be real.
Even when your stuff is in no danger, sometimes just trying to get back to it feels nigh impossible.
It isn't given from just waking up, it gets applied when you sleep because there's a time skip that occurs in that situation. No such thing happens when you respawn after dying, therefore the normal/default behavior applies there (not sure how many times something that basic needs to be explained). And you generally die brutally in the game, far from a peaceful/restful return. And it's 20 seconds for the buff to apply, not 30. At best I could see maybe the time required being cut in half (reduced to a 10 second wait, that way you still need to stop and rest up but it isn't needlessly long), but outright removing the wait for no good reason is far from being a valid or reasonable solution.
Pointeless time-sink mechanics are exactly that. Pointless.
With all these items we currently have equip able in our inventories when are we gonna get a dedicated inventory strictly for equipment
I certainly wouldn't complain about dedicated slots for equipment, at least for things worn on the body. Things carried in hands are perfectly fine as they are.
To me this is one of the most critical issues right now. I hope it gets addressed either before or when 1.0 drops.
Or at least add some mechanism for upgrading inventory space as the game progresses to accommodate the extra need for inventory space.
Why would you ever need a mod for that? 🤔
I'm pretty sure that's in reference to Minecraft.
And waiting for the rested buff to apply is not pointless, if you think it is then you have a misunderstanding on a very basic and fundamental level. It naturally takes time to feel rested, and designing a mechanic after that sort of property is a basic element in game design. If it didn't work that way it would be very out of place.
It's not a default feature for minecraft 👀
I usually play minecraft with like hundreds of mods though hahaha
oh. I thought you ment for valheim 😄
That doesn't make it good game design though - just because the industry says "this element needs to be in place" doesn't make it mandatory. I think YOU have a misunderstanding at very basic and fundamental level.
Would you suggest the timer for acquiring the rested buff be removed entirely? Dip into your base for a literal second and you're ready for the next 20 minutes?
No, but I am in support of the "rested after death" being immediately applied, just as if you had slept - and I would be in favor of shortening the timer from say 30s to say 10s. I understand the mechanic, and it's place in the game, but I'd rather be actually PLAYING.
Always fun when someone declares what is/is not "good game design."
Always fun when someone declares their opinion as the "right one".
I think the 20s after death is good and reasonable time to think and re-evaluate choices so far. 
And eat better food for the reclamation effort.
To build upon my latest dummy map idea: making dyes (colors) from plants to draw with different colors. And maybe be able to build beacons and lighthouses for better navigation without the map (especially when sailing)
"I just got rag dolled off a cliff by a stone golem and plummeted to my death, I demand that I spawn back fully rested as if I didn't just go through a horrific death". It's just absurd/silly to act like that fits in in any way and not see any problem with it. And as noted multiple times before, there is no time skip when you die like there is when you sleep, hence why you get the buff in one case and not the other. The only thing I can agree on is shortening the base timer from 20 seconds to 10 so you still have to wait, but instantly getting rested after gruesome deaths, especially when you haven't actually spent any time resting at the location you respawn at just does not belong at all.
I probably agree. I think that many graves/objects overload and clutter up the game, whereas the world of Valheim cleans itself up (abandoned items disappear, and corpses decompose quickly after a while). Just make the timer longer — for example, 3 game days or at least 24 hours (enough time to swim from a distant island or run there).
But on the other hand, I myself use my “tombstones” as storage for resources (which is very convenient... but not logical). In general, this vestige should be removed.
Imagine for a moment that there was a rested effect after death - would you be advocating for it to be taken away? As in, let's say it was part of the game from the beginning, would you then have posted in suggestions that it be removed?
@coarse idol thisd just suck
I think 99% of players would literally quit after losing all their gear
That's not even a valid argument for the discussion at hand. Are you even trying? The fact is that that isn't a thing to begin with, a suggestion was made to change it, and it's been explained why it's nonsense and shouldn't be done in the first place.
Imagine that you start the game with the rested bonus on right away.
It would make the start so much easier, considering that we have a faster stamina and HP regeneration right at the start. Even before we had eaten any food.
After all, the very first time we enter the map, we are actually returning from death.
So in regards to that, the current system works just fine.
What I was really wondering was if you were capable of entertaining the notion of a conflicting thought and willingly examine and discuss the notion from a different perspective. Apparently not. You have a nice day now.
You presented a strawman argument, need I say more? You would generally only pull that stunt when you're incapable of defending your stance, so you jump to something that's easier to attack without ever properly addressing the actual issue at hand.
we won't change how it works anyhow
I think if this were suddenly introduced with an update, 99% of players would just accept it and continue playing (as is the case with many other games). However, in Valheim, the dozens of player corpses really do look like a bug or oversight (although I personally use them as extra storage locations along the way), and sometimes these extra graves can be confusing when searching for the original ones.
Jump off hill, done
If your grave was set to despawn on a timer- the new #1 suggestion would be ‘revert gravestones to not despawn” 
And I would be 100% in support haha
#suggestions message what if instead of garden gnomes it was garden gnecks?
Dozens of player corpses? How many people are you playing with and what are you all doing if you're just leaving that many graves around?
I'm amused that this whole thing is over a 20-second timer.
a way to attach the headlight onto a helmet? wouldnt that be neat 🙂
also with there already being a lox cart model in game and we can tame lox, when will we be able to attach a cart to one? also when will boats and the ocean get some love?
I suggested something along those lines not long ago! #suggestions message
Someone is wrong on the internet! (credit to xkcd)
It is really bizarre. Most people in the discussion see no issue with the 20 second wait time, then there's 2 irrational people that blow it way out of proportion acting like it's some unforgivable sin that you have to naturally wait a bit of time before your character feels rested (especially after dying horribly to enemies, something where you're obviously not going to feel rested immediately afterward). And then they ignorantly compare dying to having a nice night's sleep as if they're even remotely the same thing, you honestly can't make this stuff up 😆.
Whoa whoa whoa - are you saying I'm an irrational person that blew it out of proportion? Just because we might disagree on the issue hardly elevates ANY of my responses to that level of description, nor the derision of your tone sir, and the assertion of ignorance is well out of line. Seems someone else has blown their top to me.
This has been such fun to read. Please, gentlemen, continue.
I suppose it's fair I add my opinion, now that I've more publicly engaged in the conversation. If death caused any amount of time skip, I would be in favor of rested-on-respawn. However, from your character's perspective, you don't "wake up," as such, from sleep after death. You rematerialize, teleport, or otherwise instantly reappear at your bed, after just having your bones broken in alphabetical order. If anything, I would find it reasonable to have an anti-rested debuff from the trauma.
@boreal plover #suggestions message
may I ask why? Doesn't våt mean wet? And I know that I am using translate but your suggestion comes back as nothing close to the effect of the wet debuff.
IIRC Swedish is community translated too.
Yes våt means wet. Dyngsur is like a word for very wet. if you had a swedish grandma you would probably be told you are dyngsur if you played in the rain too long when you were a child. Also I think it would fit the norse theme ending with "ur", for comedic value idk 🤷♂️
I think våt works just fine because the English translation is just wet and I think it should be literal translation
(with grammatical changes ofc)
the translate comes back as Dyngsur = Dung clock (Laughs) which is what confused me.
literal translations doesn't always work, unless you know the context. if you translate the English word "nice" to swedish you get "bra(good)" or "trevlig". we also have a swedish adaptation of the word nice which we pronounce the same and spell "najs" and I don't know if there is a word in english to describe what we feel when we say someting is najs or skitnajs. dung or sh*t is a prefix to make a word stronger. dyng-sur meaning very wet and skitnajs meaning very nice.
Sur means wet?
I'm Norwegian so I don't actually know...
But i would translate dyngsur as "very angry" or "very sour"
yes it means both sour/wet/sad and people don't really use it for wet anymore in sweden unless you say dyngsur
Have never heard of "dyngsur" term, although I'm not native and had to learn Swedish since 7th grade in school.
You also have gradations of how wet you are in english.
Damp, wet, soaked.
Are you sure dyngsur is not closer to soaked?
The term reminds me of the norwegian "søkkvåt", meaning soaking wet
That's more of a dialect thing to be honest.
Våt, blöt, dyngsur, genomblöt, dränkt, dyngblöt etc etc
All of those are more prone to be used, depending on where in Sweden you live.
Dont forget, we are Swedish developer team. And which word we choose for the Swedish translation is usually one of the most commonly used one.
Its not a strawman argument, he didnt claim you were arguing something that you weren't arguing. He asked you to entertain a hypothetical situation (what if you had always woken up with rested buff after dying) to expose how yourassertion that it would feel inconsistent is nonsense.
You always do this thing where you refuse to actually engage with any argument someone else says, then insinuate THEY'RE the one who can't handle rational argument. It's super fun.
I can’t believe this is still going on. I’m gonna need more popcorn.
I was about to say that
Best theater I have been to had miniature pizzas available. Shall I get you one?
Yes pls
Like bagel bites or just small pizzas?
Like 8 inch pizzas.
You keep bringing up how death isn't supposed to be restful and it makes thematic sense for you to not have a rested buff when waking up in a bed so that you DON'T need to engage with the core argument on offer: having to stand completely still after dying and waking up in a bed to obtain your rested buff is bad gameplay experience.
Sounds tasty! Yes please
🍿 🧘♂️ 🍕
And I always grab M&M's.
We should all hit X and sit down
Or W&W's for the Australians. 😏
:0
I dont know what channel you guys are in, i coulda swore this was the suggestion discussion channel.
This is and we are talking about watching a suggestion discussion in progress
We are discussing our response to your discussion.
Also you do not have to stand still to get Rested...
You have to remain in your highest comfort area, but i suppose you can pace.
You have a pretty generous radius.
And eating your food + equipping your "I died" backup armor will chew through a good chunk of the timer.
So in the end you "stand" there doing nothing for maybe 5 seconds?
Not even that because that time could be equipping armour
Fair enough
Read the whole thing again and specifically look for the word armor 😉
Put on armor, stuff some food down your gob, you’re rested and ready to go enact vengeance
NBD.
I can 100% understand the point of "standing here is dumb" IF you're talking about people who do naked recovery runs.
In which case the point of the timer is sort of to encourage you to prepare for getting your stuff back instead of sprinting naked and having a higher chance of just dying again.
And by that logic - the timer is good.
I can't believe now we're discussing this... 🍕🍿
Id still say we have enough mechanics incentivising prep before running back out, especially low stamina, but sure. Personally this mechanic has irked me when ive died defending a raid, and im just sitting in my house having eaten my food, waiting for a rested buff, while mobs fuck up my base.
I am early enough into the game to just run naked without backup armour (mostly because all my backup armour sucks)
I agree tbf
I cant believe were still complaining about long drawn out discussions in the long drawn out discussions channel
Guess I’ll throw my two cents in the well 
I don’t think it would really change anything either way- being rested upon respawn or not. There’s not an issue with how it currently works, so I personally don’t find changing it to be much different 🤔
So, no point in changing it if it worlds fine imo.
You’re probably eating food and regenerating HP anyways, so I don’t see much issue.
Why don't we discuss this one instead
#suggestions message
@shadow crow this discussion is longer than getting the Rested Buff my godddddd. 😏
Well in that case defense... rests
I can get pretty good rested buff anywhere in my tavern but there is one tiny sweet spot where everything overlaps
Finalyyyy 🙂
This reminds me of a great conversation here a few years ago 
What was it about
Yeah other thing is walking through your house and hitting a tiny patch that breaks your sheltered buff, resetting the rested timer. But you can argue that just incentivizes better home building.
oh gosh that's the worst
The comfort mechanic, discussing details on how to eliminate that ‘sweet spot’ that Rain mentioned so you can take advantage of your full bonus a little easier. It was like right before the hack, but it essentially led to the most upvoted suggestion thus far.
Especially when my brand new character is huddled in a BF stone tower trying to survive the night...and there's that one patch of missing roof.
That's very fair
#suggestions message In case you’re curious!
Gotta get to work though, y’all have fun 🫡
Careful guys, we dont want to bore people by talking about something for consecutive minutes. What's everyone's thoughts on that more flowers suggestion?
Have fun working 🫡
Im personally ok with same flowers but more trees is welcome.
Dude you don't have to be so aggressive
I usually play zoomed out max distance and already cuss the existing amount of trees
Nah, Scout, don't rise to his bait
My guy you keep making passive aggressive comments about me continuing a discussion, dont act like its weird i respond in kind. Lets just drop it, ok?
Icba to argue anymore so let's just drop it Salahadin 
Why are we using adult language at... trees? 😭
I just meant more tree varieties, not more dense woodland.
I use adult language at everything 🤣 Trees, my nonexistent organization system, the keyboard...
Now that I can get behind. Some willow trees along meadow riverbanks
That would be nice
I suddenly forgot every other tree species 🤦♀️ but yes
Some gnarled little cypress trees clinging to the highest peaks in Mistlands
Maple. Pecan. Spruce. (just a few more for ya)
Willow trees on the edge of lakes and rivers
ohh imagine if the different wood types could be used for different hues of furniture, too
Now I'm just going off the rails with my fantasy 🤣
That would be a builders dream
Cherry, Walnut, Mahogany, Teak, Poplar, Redwood, Hemlock, Cedar and Ebony.
These would make good funtiure lol
Bamboo in Valheim when? 😏
Cherry blossom
Warmer climates? Ashlands bamboo?
Quasi-related...why don't we have any fruit trees? I would like something besides berries
Ashboo
YES
I think bamboo shoots* would mesh nicely in Mistlands as well
Considering most Mistlands builds tend to skew Asian-inspired, you're not wrong
Apples would work in the world of valheim
And pinenuts
I friggin love pine nuts
Same
I'm surprised there's no bukeperry plant of any kind, where are these Greydwarf Shaman sourcing these things? 🤔
Apples, most stone fruits like cherries & plums, maybe? I need to research for accuracy
I could imagine more warmer climates towards the ashlands which could mean beaches that can lead to coconut
STONE fruit???
They're like a clam...the make 'em on the inside 😛
Hard stuff
So like... grapes?
Stone fruit = blanket term for fruits with a hard pit or "stone." Peaches, plums, cherries, etc.
So grapes would be one I think
I like only 1 of those 😁
Grapes = vineberries and no one shall convince me otherwise 😛
Tbf
Grapes are more wineberries 😉
I think there should be more alcoholic beverages in valheim
Grapes aren't stone fruit, despite having a hard seed. They're evolutionarily distinct families
Made from the fruit we suggested
E V O L U T I O N
- Debate starts in 3... 2... Smiffe cancels debate. 😁
In botany, a drupe (or stone fruit) is a type of fruit in which an outer fleshy part (exocarp, or skin, and mesocarp, or flesh) surrounds a single shell (the pip (UK), pit (US), stone, or pyrena) of hardened endocarp with a seed (kernel) inside. Drupes do not split open to release the seed, i.e., they are indehiscent. These fruits usually develo...
We need smiffe to get in on this
Winter > Smiffe.
-# I said what I said.
do we?
Yes
-# oh i got nothin'
-# i see interesting bits of knowledge i'm unfamiliar with and i just go "ohhh"
This is pretty much my approach to life 🤣
Nothing?
🎶 You got a friend in me...
It's why I spout such useless facts at the drop of a hat
I do that aswel
that distraction strat works on me
I will just randomly say some random facts or something stupid
My irl friends do that to
#all-about-that-infodump 🕺
i only do that with niche topics in places where people are at least vaguely familiar with the topic to begin with 
Idc how familiar people are with the topic
If they aren't familiar they will have to put up with more while I explain it to them
I will educate folks into a rudimentary knowledge of a subject AND THEN dump even more on them!! 😈
Yes
I once explained the whole lore of elden ring to someone
That was a fun conversation
...oops I missed the garbage truck. Just heard it drive by
Fact: Lysol kills 99.99% of germs on contact.
-# Some people are probably too young to remember this commercial...
I remember...and I also used to panic about that 0.01% of surviving germs because those were probably the ones that were the most dangerous!!
@oblique beacon Use sun clock 
i want the decoration not the time 
the time is just a feature 
1+1=2 1+2 =4
quick math
I've got 4k hours in that game and doubt I could do that; GRRM has some weird and complex schemes in his head. Lore was never my bailiwick.
But I could absolutely tell you where/how to find all the stuff n things (though it's been a while since I've played, some of that has faded)
#suggestions message to be fair there not much reason to actualy bring home the loxes in a normal dificulty play trough. For rideing they are not so good because of thier size and the inherently small islands what the game generates, and if you breeding them for meat you can just leave a portal where the loxes are.
But i gues small change but big impact for those who its matters.
#suggestions message regarding my suggestion here. On paper its sounds allright that you have to spend time to master your skills, but in the game its just boils down as doing nothing but press a singular button for hours
#suggestions message
You should prolly search Valheim for your suggestions and you will be enlightened .. without some lameass like me telling you this...
Achievement unlocked
Not The Last:
be the 100th person to suggest adding achievements. 
#suggestions message Nice, we've not had horse suggestion during this year yet.
Also, suggested many times and rejected as much.
Hoorah for first horse suggestion this year!

Deep north when?
-# Also obligatory dad joke inserted. 
You know the answer: "When it's ready".
Ye
I was taking the mick a bit
As a British person like myself would say
I got ice cube tho
Bro got ice cubed
Heh, I’m actually currently trying to catch them all right now 
You should add an icon for horse requests
what about this ? 😆
Horses would be great, except it would kinda remove the point of some other mounts.
Best solution I can see would be a health pool too small for later areas.
Could also give them a radius, so despite being meadows, they'd not be right around spawn, cluttering pre-Eikthyr.
we could ride Eikthyr after we defeat him 😆 jk
Best solution is to not add horses 😉
I don't think they are so unworkable that adding them is bad. I just think it ends up being not worth it.
Personally, I find the current mounts/mechanic to be a bit underwhelming, and I feel any more mounts would just pile onto a feature that isn’t important enough anyways
horses would absolutely suck in black forest, swamp, mountain and mistlands. that is 4/7 biomes they would not benefit a player at all ... so with just that simple logic, I highly doubt the devs would consider adding them as more then 50% of the game they wouldn't be used.
Seeing how they already have Lox in Plains and Ashkin in Ashlands .. that only leaves the Meadows that would be playable .. and they have not had the greatest feedback with the Lox and Ashkin for mounts .. So...
Think I’ve ridden a lox, like once? For like 2 minutes? Tamed maybe 2 lox in my Valheim career. Asksvin are certainly a bit better, but they have their faults too.
And Ashlands, 5/8 
it's unbalanceable
that's one of the main issues
Also if you add horses you will immediately invite all the "Horse Combat When?" people.
yes
but the main issue
how to make a monster that is fast enough to catch you while on your horse riding, while not fast while your not on the horse
mounted combat is it's own bloody nightmare
either the game is ment for mounted combat, or it's not
can't have both
Hardcore Valheim PvP when? 😏
you know when
when you add mods ... lol
then you do have your answer
A game I have never played and will never play is in my name... because?
🤔
😆
one does not simply bring a horse into the afterlife
Yeah. I did write about a scenario where they wouldn't really mess with anything.
The thing with that scenario is that they are never "good" they are just a thing to play with when returning late to early areas. Basically an rp item, or at most some expediancy in convenient terrain that no longer poses a danger anyway.
It is not worth it if the game is meant as a series of progression towards an ultimate goal. It could be if there were more resources, or the goal was to create a viking afterlife to inhabit, with progression just giving more stuff to play with.
Speaking as someone with a horse mod, because my friend wanted horses so we got horses….they are an absolute pain in the backside.
You can’t fight while mounted (on any mounts) so you have to dismount and hope you can find the stupid thing afterwards; either it panics and flees like a deer or gets squashed into horsemeat-jelly if it aggroes.
If you opt to just use them pulling carts (not part of your suggestion but part of the mod I use) then they will catch it on every single rock and tree in a 3-mile radius 🤦♀️
And ultimately, like cats, horses are noble beasts that don’t deserve Viking purgatory.
I hope that with the release of Far North, they will introduce the long-awaited and extremely logical harness (the ability to attach carts to draft animals). Or maybe they will allow animals that cannot be ridden to be harnessed (and they would simply follow the Viking). In a harness, animals would have their powerful attacks disabled (paw swipes, jumps, only headbutts) and would be unable to pursue enemies.
You should adjust your hope. 😬
I believe they’ve actively said that they won’t
Something about carts not being able to drive smoothly dragged by an animal due to the nature of the terrain
Which I can definitely see with how wonky current mount riding looks
Too bad. I'll have to resort to mods again.
Well, yes, riding a cart over uneven terrain and with a Viking isn't exactly smooth sailing, but that's why it has wooden wheels. On the other hand, it makes sense for building roads or leveling surfaces in the world.
@clever spear I really like the idea of NPCs in our villages! I understand the counters that it's supposed to be a 1 player journey and feel lonely, but it still would be a nice enhancement. Maybe it could be an option after the game is completed. In the Mistlands, I usually turn a Dverger tower into my base without killing the Dverger (by destroying the ward with eitr or a cart.) So then the Dverger become my roomies. Also, it sounds like you need to find a community server. 😄
Our job is to get in, kill the Forsaken, and get out.
If we spend time making villages and forming connections with NPCs with the knowledge that we are going to abandon them for eternity... that makes us the bad guys. And I would rather not have that on my conscience. 😭
Sooo... When? :3
xD
👏 10 points to griffindor
Oh Griffindor would absolutely try to sneak a horse into the afterlife >.>
Ravenclaw > All
Gryfindor for me
I am sadly hufflepuff 
#suggestions message Look at world modifiers, you can lower the death penalty.
Also just... don't die.
Saying just don't die is not the right response though 👀 this isn't dark souls.
"The right response"????????????
An answer akin to "be better at the game" isn't exactly satisfactory to most people.
or die less 🤔
Doesn't make it inherently "wrong."
Also valid.
well.. between of lowering the difficulty level for all the 14,000,000 people who owns the game and likes it
or playing it on easier difficulty since we developers added difficulty sliders for when you might need them
I would argue it is inherently wrong, since players are going to have drastically different skill levels and this game is far from one that demands getting so good that you never die.
Die less might be OK, but don't die at all is just unreasonable.
Respectfully of course, not trying to bicker 
Is not inherently wrong 🤷♂️
Well, guess we can disagree here.
I do 100% agree the first step would be adjusting the settings for yourself if the default is too frustrating for you. They were obviosly added for this exact flexibility. 
Wrong or not, it certainly isn't helpful
That's subjective.

Wrong sphere of the afterlife, anyway. Anyone who's ever worked with horses knows they all go back to hell where they came from. :V
But nah, vikings already have cavalry; they're called boats.
I have never met anyone who found "get good" to be a helpful suggestion. Granted, you said "don't die," but in this context, that's basically the same thing. From what I've observed, most people find that kind of thing to be frustrating and they typically look poorly upon whoever said it.
"Get good" makes perfect sense in a game that is about that.
Valheim is not, and the mechanics are not made in a way that would make it fun if it was.
That being said, yeah, just use the slider. Ask for the slider to be extended if it's not enough for you.
#suggestions message why?
Was skill loss on death unlinked from items dropped on death in the settings?
I destinkedly remember suggesting this before the settings ever hit live knowing it would be a point of contention 
Still would be ideal to be able to adjust that individually if not. (Which I believe it was not, can't check the game atm but the wiki suggests not)
no..?
I've wanted them to be 2 diffrent sliders a long time aswell
idk if this has been suggested or answered before but do u guys never intiend adding or changing something to make getting elemental & blood magic levels abit earlier ?
or it would only supposed to be in that level only (mistalnds/ashalnds/deep north)
I think just in mistlands and onwards, because that's where a lot of the "magical" stuff arises. Fits in better in those late game biomes than something like meadows and plains
I'd love for them to nerf magic though. Even at low level its very powerful
it's just a way i thought of to link those skills with the general gameplay and not just locked behind all late game sutff
It isn't lost on the developers that players will inevitably have lower levels for magic skills, so the natural stats are seemingly a tad boosted, allowing ways to elevate that early or making it easier would potentially upset that balance.
It's a fair idea but imo it's just gonna make things more cluttery and also its gonna spoil that you unlock magic stuff later on in the game
Would that be a bad thing though? It can always be re-balanced and it makes more sense to me to have melee and magic weapons be able to reach the same stats at high level, rather than having melee cap out at noticeably lower stats than magic
Especially considering magic is much less risk for a pretty big return currently, in terms of playstyle
not really a spoiler more like a thing to look forward for
after thinking abit maybe the only way those levels (eleemntal & blood magic) getting leveled because of the usage of etir , ethier as food or weapon
should be called etir magic instied xD
A bad thing? Not necessarily, it can always be approached with a different logic. I just don't think approaching it with a new angle is a massive need, and considering the team's size, I wouldn't personally call for change surrounding this specific thing. At most I would ask for them to tweak the weapon stats slightly as they are.
Fair, some tweaks might be nice
I'd love for the bubble to also allow overkill damage to pass through, but I doubt that will happen
That wouldn't work well unless we get to see how much health the shield has remaining
and maybe some way of regenerating the health on it or manually destroying it so you're not stuck with a useless shield for 3 minutes
Mhm another change I'd like is for reusing shield to fully refresh its hp, and maybe some sort of bubble cracking visual as it gets to low hp
Alternatively, it could be cool to have a 10 second cooldown or something on the bubble
Overkill damage could be what creates that cooldown maybe
but then it would be optimal to break it on a weak hit 
Still better than no cooldown though I guess
the bubble should get damage modifiers too so an attack with 300 pickaxe and chop but low player damage doesn't put you on 18 second cooldown
this should be added 4 years ago, this is very humiliating that we dont have it to this day
@static eagle Why making that suggestion tho?
we waiting for this update two years
@static eagle we do not accept joke suggestions just so you know it
stop tagging me
!!!
its a reference
Petty.
I don't think overkill damage going through necessitates us being able to see the shield's health.
Not that I don't think it's a good idea, I think the color slightly changing on the bubble as its health gets lower would be nice, but I don't think it's necessary to implement overkill damage going through. (I also doubt that this will happen)
I do not understand. It's often suggested, but what's a joke about a ladder?
Oh, did the devs address the question of ladders at some point? I don't remember.
multiple times
Fair enough
the 45 degree ladders already breaks immersion by pushing the player up
a straight ladder are horrible to try to make the animation look "nice enough"
just give us the ship one
the boats have straight ladders already, and you basicly "teleport" with them
and they're not bad
the problem with those, are you could teleport into objects with that technique
Granted, yeah, it will need an animation to actually elevate a decent amount. And not just onto a boat.
and you couldn't make a line upwards either since the game logic wouldn't know when it starts and stops in a multiple line of them
Even from an aesthetic point of view, I wouldn't be terribly satisfied with just teleport ladders that are supposed to take you 2+ meters up.
adding 100's of hours of programming and QA. just to make a cool ladder feature isn't well spent time when there are litterally 1000's of other bugs that could be fixed and optimizations to be done
I call that fair enough. It is a matter that'll need its own coding.
coding and a metric ton of animation work
you are right about the optimization
since your feets and hands needs to look good while holding it
Nah, just T pose and float up the ladder. It'll be fine, right?
the power of odin compels you
just like all the FPS PS1 och PS2 games
Speaking of, first-person camera when? (This is a joke, please don't smite me.)
um. no
I've asked and the entire game would need a make over for that
all graphical assets would need to be re-made
I like being able to see lots of things around me anyway. You'll never see me make a serious request for first-person camera in Valheim.
I feel like most people wouldn't mind if you hands missed the actual handles of the ladders
I'd be fine with my hands just clipping through into weird areas of the ladder
Just add wooden elevators. Simple. (JOKING DO NOT SMOOT ME)
💛
SMOOTEN! ⚡
😭
I'm not joking, I would play 1st person without hesitation.
I'm... honestly a bit incredulous at them telling you that "all graphical assets would need to be re-made" over a first person view, but... well I guess that's what we get.
I would occasionally use it if it was already in the game, but I'm not going to ask for it if it's that much of an issue to make.
I've just always preferred 1st person myself, in most anything.
I generally dislike first person melee combat. It's great for shooters, but I generally go third on anything else.
Haven't played Mordhau, but I have played Chivalry. And Mount & Blade: Warband.
does Berserker perk in Killing Floor 2 count?
Mordhau is top tier, but I still prefer 3rd person ultimately
Valheim's combat needs so much movement and turning it would be so disorienting in first-person
first person dodge rolling would be funny though
I prefear 3rd person aswell. FPS or sneaky games. I want usually in FPS tho
Only really tight spaces like in burial chambers would truly benefit from first person anywho.
Imo not worth the time/effort investment, for sure.
For valheim, at least.
@oblique gyro You're playing the wrong game then. This one is meant to be "empty", or mostly nature to be precise.
You don't need to explore everything, but traveling is an important part of the game, so some distances need to be far.
I don’t think the world should be smaller, but there could be more things to fill in the gaps in the world/more things to discover.
I think Valheim is intended to be desolate, not empty 🤔
Love the traveling. But there should be more places to travel to and more to discover out there. There’s not much incentive to explore. The sword fragments were a good idea… just a reason to get out in the world once in a while.
If you want something to be every 5m, allow me to introduce you to: Ashlands.
we need a special seed that makes the whole world all-biome 
And when you touch the boss altar you can travel to the next all-biome world? 👀
that would be cool
I don’t mean like that. With the way biomes work, a zone can have any combination of biomes. Every part of the world would be every biome simultaneously.
Then it wouldn’t feel empty
ohhh so by the end everywhere would be raining, cold and misty /j
My #1 ask has always been to inject a lot of new content throughout the whole of valheim that is specifically accessed only once you acquire items from later game biomes. (Mistlands, Ashlands, Deep North, just maybe a bit by the Plains)
This way the world would feel a little more full and connected + you would not just ignore 90% of the world by the time you get to the last few biomes.
I wouldn’t want to find something and then need to leave it alone until later
I have my suggestions out there already ofc 
Oak and birch trees exist already 
Never stop needing berries, so always need to go back to the first 2.
Never stop needing iron, so always need to go back to 3.
If you're a frost arrow user, never stop needing to go back to 4.
Where are we ignoring 90% of the world again?
It builds mystery though, and double excitement when you find an item with a description that sounds obvious enough to give you the ah ha moment. 
My most favorite part of Zelda games, but that's just me 
This is true, to an extent.
Can go to old locations for already found barries (and it's nothing exciting).
Thankfully the devs did add iron sources to mistlands too 🤭
I am not thankful for that, lol.
Just means I am less likely to need to boat any over from the swamp 
Iron+Copper being in the Mistlands is in line with your "ignoring previous biomes" so I am not sure why you are thankful for it either 🤔
Put it this way.
I am not looking for players to feel forced to always go all around every inch of the world.
But I am looking to keep some sense of there might just be something to find in the world worth looking for, even if you have already explored a fair amount of meadows, black forest, ext.
Will be extra effective with a bit of extra control to spawn perimeter, such as distance from spawn. This way you are more likely to find stuff while traveling to the far reaches of the land, and excited at the prospect of still finding stuff.
This is extra helpful for the final two biomes imo, since we need to go far and are likely to zone out all the way.
In the case of back tracking (specifically finding things you can't get into or interact with until later), well that has its own benefits that I mentioned.
The saddlebag idea is neat for the lox
They’re clunky and big and strong so they should help you haul resources
new material like tar that's farmable that will unlock new variants of every wood type, maybe even heavy builds; like tar-but different, farmable somehow maybe some new windmill type build to process or maybe a windmill or water powered quarry of some sort. also just making it a plant is a simple solution but would be an endgame material. e.g: steel ((building exclusive)could also be used as a replacement for iron in some recipes due to the only way to get iron being really sucky
difficult raids that require thought out defences, and strategys maybe the enemy could use things like battering rams and etc. tameable mob that'll work somewhat like an army, or a build that will summon during raids or idk
Random wishlist 👀
A bit incoherent and hard to understand, but I get the gist.
Maybe
Theres a large gap between going back to do more of the same, and going back to do something new with your new equipment.
Mistlands iron adds a new way to do something, which in a way is a new thing to do.
It makes it so that multiple biomes might seem relevant at the same time, which to me is the ultimate goal of backtrack content.
It could done simply, such as adding a rare possibility for Sunken Crypt doors to generate within a Tomb/Burial Chamber, the player could make note of this, and using the Swamp Key could lead to hundreds of coins/piles of treasure/etc.
Not a massive effect on gameplay, but still rewarding.
It is kind of annoying how restrictive the spacing limitation is with crafting upgrades.
#suggestions message
It's alright imo
In this case your upgrade station is right next to another one, I can’t see how to solve that without just removing the mechanic
It does feel a bit restrictive to me
Often hard to make things look nice because you can’t place things where you want
That's precisely what I'm suggesting.
Remove the mechanic, I don't see what's important about it. Unless one object is physically blocking another, I don't see the point.
I think this is mostly about not allowing people to store every upgrade station in the corner of a room
Oh no.
My rolling pins are within arms reach of my food prep surface.
I guess, but people bury their upgrades or otherwise hide them anyways.
I don't like doing that.
But I don't like having this arbitrary space limitation keeping me from decorating how I like.
Can completly understand that
I don’t think the mechanic should be removed, but I wouldn’t be opposed to it being a bit less restrictive.
I might accept that depending on to what degree it's scaled back.
Oh, hello TooMuchDogg ! How did you became Daddy3 ?
My daughter was born a little while ago! So Smiffe changed my name, she’s my third child 
3 already ! I think I remember when you were speaking about your wedding... I am really missing a lot of news here 🤣
Since joining the Valheim server, I’ve met a woman, got engaged, bought a house with her, and now we have 2 kids together 
I'm loosing the notion of time ahah
I just started my last 5 years of studies, others things didn't changed a lot in the meantime
🫶 to all of you, I'm going back to my studies (exams next week)
You guys don't like cats huh
We love cats and that's why they don't belong in Viking Purgatory. They've already ascended like the badass little warriors they are
Fair enough
Smiffe confirmed all cats go to Valhalla.
Yet another reason to beat the game. To be united with cats.
Makes total sense
Skål to that 
I love cats.
and i LOVE cats
And I have cats 😏
i do too~
only two though TvT
@sage crest I would alter the suggestion to have "have health regen still tick while sleeping."
In most cases it would achieve the same effect, but it would prevent the fringe cases of sleeping at the last possible moment and still getting a full heal.
whew... I am about to have my first child as well now 😅
When is due? 👀
about 4 to 5 months from now. Halfway done baking 
I have one that came out of the oven 8 years ago, myself. He's actually started playing Valheim in recent months.
Ayyyy that’s awesome man! Congrats 🍾
Nice, my oldest is also counting when he get to play lol. 
When does he get to play?
Dunno. I have quite old Xbox One which might not be optimal to play it.
Kinda thinking about replacing it, maybe the console Steam is going to release but we shall see how pricey it will be.
the hyperbolic tendencies of this community leaves some to be desired ‼️
I sadly only have 2 cats as well, but I play Valheim with someone that has 5 and someone that has 12 cats!
@cosmic flower Higher armor rating is a set bonus, the special bonus effects are a balancing element of having a low armor rating.
I entirely disagree with that. But I can't agree with the suggestion because of what he added after the simple give more armors bonuses part...
So what would you say is the reason that heavy armors don't have special effects?
Because they have not felt like adding them yet.
I sincerely doubt they would leave every heavy set bonus for last minute testing and rebalancing. That's just me though.
Higher armor rating is a Heavy Armor property not a set bonus, unless specified as Set Bonus: Provides X extra armor for equipping the whole set.
At least thats how I view it now that we have some sets with Set Bonuses and some without. Together with the Mage/Light/Heavy property with different speed penalties and armor amounts.
They meant that the higher armor values take the place of set bonuses as a balancing choice. Like overall that is what you're getting for a full set is the combined armor amount of all 3 pieces. Let's take the wolf set and compare it with the fenris set. If we make their armor values the same, a set bonus for the wolf set would then look like +30 armor (if we ignore the wolf cape). And iron armor compared to root armor would be akin to a set bonus of +18 armor. Giving them set bonuses on top of that would require reducing their armor amounts accordingly to keep it balanced, which goes against the entire point of those sets.
I would question weather it is balancing or just simplicity born from not wanting to have to design bonuses for every armor set.
Wouldn't be the first time that they chose to keep it simple for one reason or another.
🤔
I don't think every armor needs a set bonus of course, but I could also agree there is still enough breathing room for the devs to decide to add a handful more to new/existing armor if they wanted to.
I certainly wouldn't argue with bronze getting something, since bear and troll are so close to it in defense anyway.
Likewise, a set bonus for plains heavy armor would be appropriate, since there isn't any light armor in that biome at all.
New Plains light armor suggestion: deathsquito-wing armor 
Higher armor isn't balanced against set bonuses, it is balanced against the movespeed reduction.
Set bonuses are a separate entity.
Sure there is, but I won't spoil it if you've yet to discover it.
Higher armor is exactly this, phrasing alongside "Set Bonus:" isn't necessary, but it would still be a similar result. Set Bonus: +114 Armor Rating would for example be the carapace set.
A set bonus is what’s only added with a full set, not the combined effects of each individual piece
Armor Rating is very strong across the board, and not just movement speed is considered when determining these values.
I understand, but that rating can only be achieved with a full set, this is why I phrased it this way initially.
When I'd stated that the armor rating is the set bonus.
Not exactly saying a set is needed, but more so pointing to the fact that the high armor rating is already giving large benefit.
I do think it would be nice to see heavy armor sets have small bonuses of some sort
They just feel very bland in their current form
#suggestions message what would be the point of having limited storage space if you can just dump whatever you want directly onto the boat?
How about items dropped on the boat just go into storage, if possible.
Then there would still be limited space, but less items would be lost by just facing through the floor.
Drakkar becomes a Volture funnel 
Ocean combat already sucks. If enemies killed above the boat at least had their items obtainable without swimming in the boil, that doesn't sound too bad to me.
I like your idea, sounds neat 🤔
Personally I don’t mind how it currently works, but I wouldn’t be bummed to see your idea implemented.
#suggestions message It's a cape, not a glider.
For that thing you need to play another game, like one having ||Superman|| in its title.
I mean it glides becouse its magical not because its a glider and I didn't say you be able to fly with it just it feels like its chaging angle while gliding
You probably run out of stamina mid air
#suggestions message if they had any intent to add a flametal pickaxe it would have already existed in the first place.
nuh uhhhh i dont think so isnt the black metal pickaxe added after mistlands ?
Yeah it was, there's little point in assuming what they will or will not add, but that also somewhat plays into suggesting the Flametal Pickaxe. Surely they would've decided that by now.
It's entirely possible there will be a flametal pickaxe, we just don't have the materials to make it yet (i.e; it uses a new kind of wood that we don't have)
there was a similar situation with the blackmetal axe, we had it for a while before the pickaxe was added, because the pickaxe uses yggdrassil wood which didn't exist until mistlands was added
yeah to be honest you are pretty right about it but even tho i think a player suggesting it is like there is need of a faster pickaxe more efficient its still devs choice but even knowing this this suggested isnt meaningles i think
Yeah I agree, when I say little point, I'm also coming to a conclusion, but even I will acknowledge there is at least a small reason for doing so. Ultimately I really just don't agree with saying it would have already existed if they intended on making it, because the game isn't finished yet.
Tbh, having a Flametal Pickaxe being necessary to mine special ice from Deep North would make a ton of sense, similar to what Skyrim did with the Stahlrim.
IMHO this rework would require a lot of time that is better spend to finish the Deep North and to do other optimalisations and bug removal.
Not to mention, the skill system in this game is designed in such a way that a player should be able to defeat each boss with zero skill at all.
Each biome is designed in such a way that the biome's boss can be defeated with that biome's tier 1 armor and weapons.
The current skill system is designed to support the player. Not to have a mandatory level before something can be done.
I'm not a programmer but it doesn't sound that hard does it? I thought about this while playing Kenshi (another survival game) which has a way deeper exp system : your exp skill depends on the ennemy exp skill and not on his global level. Bigger char to deal with. I think you don't really answer to the problem : of course we can find a way to kill all bosses no hit with no food no armor and no skill, but the thing is that the exp system is suboptimal, so why not looking to make it better?
I really like the toddler/boxer analogy 
The "devs should prioritize X over your suggestion" argument is a non-starter. Deep North is getting worked on regardless, and the skill system does need a look at.
1 instance of a hit awarding 1 point of skill exp is... Not a great system. You end up with situations like the staff of frost turning into a power-levelling machine for no reason other than it having a high rate of fire, or being able to train bows to max in a day by building a lox pit in the plains and spamming uncharged arrows into it with an unupgraded finewood bow (not that I'm complaining about the latter).
Something like what Parpaing is suggesting would be an improvement, but in the case of bows I'd argue the exp awarded per shot should also factor in the charge of the shot, with a full charged hit awarding more and an uncharged hit awarding less.
edit: spelling/grammar
It would be nice if picking on things your own size or greater yielded higher combat experience.
Perhaps the T.W.I.G. would be the exception to this.
Also yeah, priority is obvious but not a reason to permanently dismiss something by itself. By that logic, don't suggest anything 'til Deep North is done. Or the next major development if there is one after that. Etc.
This is probably going to sound a bit harsh, but I don’t know if Irongates balancing of the skill system is much good. TWIG imo was a strange addition and encouraged a boring way to level up combat skills. The target is a bit better for sure, but you can still just sit there and spam arrows (which are returned to you, by the way) and level up. Same with wooden weapons- kinda strange additions to the game with little to no use.
I guess what I’m getting at is- I wouldn’t be opposed to some further tweaks to the skill system, but perhaps it’s for the best it isn’t touched further? 🤔
I don’t know, we’ll see!
Boxing for a bit with T.W.I.G. every now and then while vibing around the base is fun at least. Skill gain is still slow, but it's nice that it throws out three different attacks at different speeds to keep you on your toes with parrying.
They're fun enough to play with I think.
I forgot about the target. Want to set one at my base next time to shoot at.
As for tweaks to XP gain, it's something I consider nice to have but not really important.
I'd prefer weapon types be proliferated across biome tiers, like an atgeir for ashlands gear, to continue using polearms or other missing weapons if the player would prefer.
I think only some skills need tweaks, but perhaps there's a way to address this utilizing T.W.I.G. a bit more?
Wooden Weapons could have a halved attack speed, allowing for players to train that weapon's skills twice as fast.
It would make sense, and give them a bit more of a permanent usage.
T.W.I.G is a fun meme item but I'm not a fan of skill leveling mechanics that have all the gameplay depth of cookie clicker
I mean it's not exactly necessary, but even before T.W.I.G. the most optimal route was essentially what you're describing.
At least with T.W.I.G. players can simultaneously train things like parry timing, dodge timing, and reading attack patterns. Not to mention leveling Dodge/Block all the while.
And what would shooting 12K arrows at a rock being like then?
A shortcut to becoming OP, that I already said should probably be changed?
Would’ve been interesting introduce a trinket that had an effect that increases exp gain- like some sort of training band or something. This way, the player would theoretically train by fighting monsters via adrenaline gain as opposed to a training dummy.
I'm not so sure, the training dummy does help newer players with timing, I've guided at least two people to crafting one so they could learn how to parry. It resulted in both of them finally finding parry timing and how to become consistent with it.
There is in inherent way that trinkets can benefit skill gain should you choose, with the stamina regen allowing players to train for longer intervals.
Why couldn’t they learn to parry against enemies? 🤔
On the trinket part- yeah I agree, but that’s more of a side effect of stamina management in general.
They could it's just far less risk involved to focus on finding the timing.
Even with perfect stamina management you will eventually hit a wall, chaining trinket regen allows for virtually endless training when done alongside well timed dodges.
Hmm maybe that’s where my thoughts are- generally speaking I think there should be at least some risk involved in leveling-up (strictly in the context of combat skills that is, both in-game and ‘gamer’ skills lol)
I actually agree with you completely... the whole sit there for hours grinding skills is the exact kind of gameplay I would prefer be avoided in favor of more naturally pushing players to the engaging and fun content, and yet
Irongate does not seem to see it as a detractor from Valheim hehe.
My goodness, I am not about to fully dive into the skills discussion again though 
Best to leave it at (I have wholeheartedly thought skills need some attention to better fit the role in the game the devs have stated they wanted them to)
For a long time 
That's the whole thing with the current skill setup; you don't need to grind for hours on a skill.
Like I said before both here and in other channels; the game is set up in such a way that you can defeat any boss without having a single skill in a weapon. And even with the first tier of the weapon and armor of that biome.
So if people are grinding a skill because they think level 100 will benefit them a lot more as fighting with level 33; the problem isn't the skill distribution system, the problem are those players.
It's their choice to grind a skill, not that one of the devs.
Edit: skills come naturaly anyway. One of the main pillars of this game's foundation is exploring.
Exploring usually means confrontations with monsters from that biome.
Confrontations usually mean fighting and killing them, using blocking, dodge-rolling and weapons.. Or running away.
Every time you do that, you will increase in that skill.
So there's no need to grind skills; as they will increase over time anyway.
And the best way to prevent skill loss is still avoiding death.
I just wish cooking skill was quicker to raise.
Just because you don't NEED to worry about skills (which I don't, I try to ignore their existence), it doesn't mean they couldn't do a better job of being a supporting system that reinforces your gameplay positively.
Personally I just train weaponry every so often, and T.W.I.G. has been a good outlet for downtime in Valheim, like when I'm waiting for Mead to brew, smelting metal, etc.
I think if Wooden Weaponry had faster attack speed, that could reward a player who does train their skills, and of course, no one is feeling much squeeze in Valheim where they feel the need to sit at a training dummy for hours.
#suggestions message
The difference in kill time you're experiencing is because Yagluth has really high resistance to pierce damage. I think the fang spear is already very powerful as it is, especially considering how relatively easy it is to craft.
the fang spear has silver in it and it doesent apply's the spirit damage to undead and demons as the silver sword .it's an unbalance to the class and it's weird because it forces you to switch to another weapon and to have to level it also.
The spear head is made out of a tooth; the silver never makes contact with the target so why should it inflict spirit damage?
That said, not opposed to a silver-tipped spear
every weapon isn't going to be excellent against every enemy, the fang spear excels at piercing damage but some things are resistant to that, having different tools for different jobs is part of the game
not a fan of playing multi class and that is stil part of the game ,i also like to role play so .... i belive that if the spear has a silver portion in it , it can have a small amount of spirit damage . on the wiki the fang spear and flesh rippers dont have spirit damage but the other do and the spirit number damage differ for each item.
i wasn't trying to prove a point ,i love the game and wish the best for it. cheers to all.
Fang spear could stay as it is (very cheap spear requiring very little metal) and new silver spear could be added (requiring more metal and thus dealing additional spirit). 
And as bonus could share the model of Ancient bark spear which is very good looking one.
Though I agree it’s odd that the silver doesnt add spirit damage, I think it’s balanced fine currently. Different weapon classes get different advantages
For example swords have the advantage of most enemies not being resistant to slash so they can be used nearly everywhere
Spears become rough to use against a lot of enemies due to pierce resist, but in return they level likr 3x as fast as a sword, are generally very cheap to craft and upgrade, gives you a ranged option, attacks quickly leaving you vulnerable for shorter time, etc.
If you don’t like playing multi class best option would be to go with a sword or mace. Game isn’t really made to use one weapon only, but if you want you can still do so pretty fine with those
@sinful forge so mobs should ignore you if you run naked without any kind of armor or weapons also?
Greydwarves are the only ones I would really want something like that for, since they end up just being a major nuisance/annoyance (namely being pelted and pushed around by rocks when trying to do stuff) when you reach the point where they are no longer a threat. Though in that case I would rather have something that eliminates knockback in situations like that.
Is that really a grey dwarf specific thing? I feel like other mobs push you the same without doing much damage. Just feels like a lot of people set up in meadows near black forests and then encounter greydwarves and greylings a lot
I meant more like being tied to which bosses you'd killed
But I guess? Idunno, everyone seemed to hate the idea
It just feels annoying to be farming stuff in meadows or black forest when you're already up to Ashlands and these damn greylings are harassing you
The main problem with the concept is simply that the enemies would have no way of knowing which bosses you've killed, nor would they have any reason to care, thus not having any precedent to avoid you regardless of how far you've progressed. A lot of enemies also don't have the capacity to fear you. They'll watch you mow down hordes of their own kind (seeing first hand how strong you are) and keep rushing in without a care in the world.
A feature that a lot more rpgs should concider.
I do not care much for it in Valheim though. It wouldn't be bad, just kinda whatever.
If you're wearing later gear, they deal 0 damage to you after mitigation. Or they deal damage that is entirely healed by your natural regen.
So in effect you can ignore them if you're Mistlands+.
I've always played under the assumption that most of these monsters don't have the capacity to think, reason etc. If this were in place, it would feel a bit weird because a greydwarf is just evil in rot brought to life. Thankfully, you can use light armor and fast striking weapon from late game to make earlier biomes less annoying. A favorite combo of mine whenever I explore anything Plains- is full fenris set with Skol & Hati.
@stuck lark I remember it being a issue with how arabic was written from right to left being an issue with the translation being possible 🤔
yea , I understand RTL languages can add complexity , but are there plans to support Arabic or other RTL languages later? or would that delay alot of others things ?
-# I'm so used to the RTS acronym that for a minute there I thought Arabic was classed as a Real Time Language 😭
@scenic spear Just a reminder marking up the size of the text with ## or other variations is disabled here. That's why your post is being flagged and deleted instantly by the bot 😛
-# Didn't listen. 
@hasty kestrel There's so many more variables involved than just the damage of the primary attacks.
such as?
Stagger multiplier, knockback, block armor for example.
Attack speeds, stagger, block force, knockback... exactly 👆
ok, so which of those specifically are you arguing specifically justify the extra 10% movement penalty?
The stagger and knockback of the secondary alone would do that for me personally, but my point is that comparing two stats is definitely a bit of an underwhelming argument.
Take Skullsplittur for instance, it has slightly more stagger and knockback. That's still not gonna make me ever craft it over a Krom, because 10% less movement speed is just not worth it
I massively prefer battleaxes to the 2h swords, the amount of crowd control and flexibility in battle with the secondary is virtually unmatched in my eyes.
I was using those stats as an example. 2 handed axes don't seem to have any major advantage over 2 handed swords.
how do battleaxes do either of those jobs better than 2 handed swords
2h swords are better suited for bigger opponents and battleaxes for crowds.
I'm assuming because you saw bigger damage you've yet to really utilize a battleaxe? The secondary is essentially instant, is fantastic for building stagger, and pushes enemies way back. In scenarios where you might be surrounded, such as a fortress in the Ashlands, you'll go untouched so long as you turn to address your closest enemy.
ok, I still don't see it's secondary justifying the movespeed penalty, when in places like the ashlands where you're going to get flanked from multiple angles. 10% maybe, but 15% is still too steep
Utilizing Ratatosk Mead with a battleaxe turns most combat scenarios into a situation where you've got nothing to concern yourself with, it'd be far too powerful with that movement freedom consistently in my opinion.
Note also for skill levels, they alter in max and min damage dealt with each hit.
"just ratatosk" is not an argument. If you ratatosk with fenris you're near untouchable, that doesn't mean they should nerf it
#BattleaxeGang 
and it's very easy to get enough ratatosk to just be able to pop them at will
I never said that, I'm mentioning it because it would emulate what you want to a degree.
Ratatoskr is basically a permanent buff for me 
I'm fully aware of ratatosk, it shouldn't be a requirement to use a weapon without it being annoying
I'm not saying it's a requirement, I'm saying using it alongside a battleaxe showcases how powerful that movement freedom is when using a battleaxe.
like it's almost pointless to wear full heavy armor while using a battleaxe or greathammer, a movespeed penalty that heavy is a liability in the ashlands
Yeah I just can't agree with that, Battleaxe handles most engagements with ease, and speed returns to normal when sheathed.
I never felt hindered in the slightest, and even when Crystal Battleaxe was my only option for Ashlands, it absolutely handled everything.
Nowadays I just think that if sledges were changed to have primary attack combo and secondary attack I would use them more often.
Which is why I made this suggestion: #suggestions message 
well I've never been in a situation that I thought would have been easier to handle with a battleaxe then the greatsword I was using
and a poke with a knockback just doesn't justify a 10% extra move speed penalty
like Krom has a poke too, that does a tonne of damage instead, it's basically the same attack but different utility, so where does the extra 10% move speed reduction come from?
I'm just explaining my experiences/opinions really, if that doesn't land with you at all, all well and good. Just an agree to disagree scenario.
no worries, just feels like some arbitrary math to me. This bigweapon is heavy, but this big weapon isn't 🤷♂️
That attack takes over twice as long, and leaves you vulnerable with it's range.
yeah but it also hits like a truck, with both damage and stagger
Right, but two Battleaxe secondaries does more of each.
two battleaxe secondaries
Yes, which is still faster than the one Greatsword secondary.
if your concern is dps
You're already controlling your enemy with the first hit as well.
if you want a burst, krom is better
Right, which plays into the points made above, where crowd control is where it truly shines.
also you can sprint-jump into it
That's a lot of stamina cost for one move to be fair.
ok, so two weapons in pretty much the same weight class with two different utilities, doesn't really explain why they should have wildly different movement penalties to me
There's just a lot more vulnerability surrounding the Greatsword, where the Battleaxe almost mitigates danger around enemies, and that degree of movement freedom almost trivializes the dangers of Valheim. In my opinion that is why the approach is different, and even then, there are options to sidestep these problems entirely.
I don't see the difference in vulnerability, both have sweeping attacks that cleave with no damage penalty, the main difference is the secondary
It's a large difference when Battleaxe's secondary becomes a main tool.
Most Battleaxe users will secondary into primary on any engagement, because you're likely to stagger on secondary and demolish with the second hit.
Sword hitboxes can be wonky tho, even though 2h swords don't have MTP anymore they don't always register all the targets inside their hitbox if some are too close, but with battleaxes the hits always connect within their hitbox.
That's because they can't hit through objects but the battleaxe can
#suggestions message Giving a new player too large of a building catalogue too early in the game might be overwhelming 🤔
Gotta love the "more" suggestions. 😅
indeed
My younger one loves that.
Images you can hear.
I had it play in my head too haha
It's a bit funny to me because my last made suggestion was actually about the stagger mechanic 
Add achievements on Steam
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@peak bronze This version ^ ?
One thing missing from this conversation is the fact that battleaxes and greatswords are basically defensive/offensive counterparts of each other. Both are two-handed, long reach, sweeping, slow-swinging weapons.
Greatsword does more damage but swings slightly slower. It's secondary is for raw damage on a single target, and its slow attacks require pressing forward into the enemy (making you more vulnerable to attack if you don't kill/stagger the target).
Battleaxe has lower damage, but its swings deal +50% stagger. This can be a game-changer, as it lets you stagger-lock and kill even 2-star seekers in relative safety (with Skull Splittur). The axe is less about pressing the attack and more about positioning: the first swing has a very long wind-up, but quick follow-up swings. Many enemies you face in the same biome as you acquired the battleaxe will stagger in that first hit. Thus, you jump into position while swinging, and suddenly everything in front of you is staggered, and the follow-up swings kill them. The secondary is a poke that staggers most enemies and keeps them off of you (less effective against bruiser-type enemies).
TLDR: Greatswords are for pressing the attack, and battleaxes are for holding your ground. While 15% movement penalty does kinda suck, it makes sense in the role that the battleaxe plays.
biggest problem with 2h sword for me is if you stagger parry you dont even get 1 attack in with bonus dmg can go 1h and bucler and do more dmg than 2h feels wrong
For me battleaxes are better. They have:
- +50% stagger on primary attacks
- +50% stagger per second on secondary attacks (with how OP stagger is either through stagger damage or parries, this is pretty significant)
- Quick attack option if you're in a bind
- Better hitbox
- Better attack speed (faster to pull off full combo, and the combo is frontloaded on time compared to 2h swords which are backloaded)
- Can chop wood without sacrificing an additional inventory slot and crafting materials
But I do think the weapons, particularly 2 handed ones, need some work. 2hand swords could use a buff or at least some differentiation because they feel very similar to 1H swords, just worse. And atgeir just feels like it outclasses everything due to its OP secondary attack
Also 5% speed penalty on 2h weapons doesn't really make sense to me, they seem pretty heavy (a 2h sword certainly looks heavier than a 1h one). Would make more sense with a 10% penalty or even 15%.
@wintry bobcat @hasty kestrel I will say though, my only complaint about battleaxes is the high knockback on the secondary attack. That can make follow-up attacks hard to land unless the target has a long stagger time.
Yeah I think people tend to use it more for the knockback against small enemies to get distance, or for the stagger against bigger enemies that they can't/don't want to attempt parrying and which don't take much knockback
Personally I hate all knockback on melee weapons which is also why I'm not a fan of maces despite them having real good stagger
I'm a fan of knockback against greylings. I enjoy punting them for distance 😹
What would the props even be 🤔 not the trophies obviously, since you can just pop a single one on an item stand.
A new decorative item that records all your farthest greylings punts.
It might be nice to have such a trinket give extra heat resistance, though I don't think full immunity would be wise.
Also, maybe it should be acquired from the Deep North(when it comes out), for progression's sake.
#suggestions message I believe that's just some of the doorways in burial chambers in general causing the problem, since I often see skeletons get stuck on them. And because it's a coin toss on whether the conditions line up for the issue to be observed, it's very likely the higher rate you're seeing has nothing to do with the changes and is rather just a coincidence. Let's say I flip a coin 10 times and get 5 heads and 5 tails. Now if I switch to a new coin and happen to get 10 heads in a row, that doesn't necessarily mean the new coin had anything to do with it, since it's a rare outcome that could have happened with the first coin as well. I haven't payed much attention but I don't believe I've observed any notable difference in the behavior since ghosts were changed.
Me too XD
the inner kid in me wants a level 100 baseball bat as revenge for all my crops those bastard greylings have destroyed over the years
It would feel nice to see someone Catapult some Greylings to a far away land.
so i am talking about this with people for a while and to be honest i always thought battleaxes are soo weak but its seems i was playing them wrong but even
tho i think they are still a bit weeker then most weapon and i dont think being able to stagger more is effective as we think at some of the situations
and if you fighting against high star mobs you probably not gonna get the stagger or higher difficulties
soo anyway most of the players i talked about it didnt had a (cant get a major opinion) popular opinion about its damage is low or something
but as i see most of the players dont find %15 movement speed understandeable its just too much i had a suggestion that making battleaxes %10 at least %12 and sledges %15
i am still on the same side about it i have used 2H swords a lot and i can say that even if 2 handed swords nerfed like %5-8 i think they will still perform so much better than battleaxes
there is too many down sides of using a battleaxe over other weapons anyway
primary first attack speed so slow that you are usualy have to start the combo with a parry or secondary there is jump and attack way too but consuming stamina meaninglessly
Movement speed reduction so high that you are having such a harder time positioning with it
for mistland tier İf you use a shield and a weapon instead you can parry 195 without levels with a 1 level buckler but only 128 with a skullsplittur
using 6 stamina more than mistwalker
and could be added more
I’d agree with the movement speed comments. Battleaxes used to be (-20%?) movement speed and it felt so bad, I never used them. 15% also feels like quite a bit, wouldn’t mind it being 10-12%
I disagree with the starred enemy / difficulty comment
I play pretty much exclusively very hard (sometimes hard) and it makes it impossible if not at least very difficult to parry a lot of enemies, but you can still stagger them pretty well which is my primary use of the battleaxe (often times I’ll also use fist weapons, but those aren’t available in all the same biomes as battleaxes). The stagger is life saving and actually allows me to challenge big brutes like fuling berserkers
If you know how to parry and are playing on a difficulty where it’s viable though, stagger damage isn’t really needed. 1h and shield will usually just win out (unless abusing atgeir which has insane stagger)
I like the slower initial hit and fast later hits compared to 2h swords. Allows me to charge up a hit while enemies are running at me, and then once they get into range quickly unload full 3 hit combo
you can stagger the fueling berserkers in very hard dificulty not sure but last time i tried as i remember i couldnt
yeah definitly buckler plus a onehanded weapon outclass nearly everything except bow and atgeirs secondary
yeah to be honest because of the battleaxes first attack's speed so slow its grants you more control i like that part but
when i was last time using it against a starred berserker in hard difficulty because of the first attack speed i had very harder time
to be honest in valheim you dont get a chance to use that crowd control advantage a lot and the atgeirs secondary so op it out classes it i think all the enemies that you could need a lot of area control are not resistant to pierce so its keeps atgeirs viable (Greydwarfs wolfs fulings)
one of the main reason i am sad and mad about it its a viking game and until the ashlands axes wasnt a good choice so i am just sad i want to have a more reliable axe in early game
so i have made sugestion about adding frost to crystal battleaxe it could make it sooo much more viable and yeah now they added 2 more battleaxes so its not a problem anymore but back than we had only 2 and best one was crystal i think its not needed anymore 😄
But still they need a bit more buff they are still lower performancing than most of the weapons
and they cost a lot
#suggestions message wrong channel, not a suggestion
uhm its not a suggestion it was about an old suggestion not suggesting talking about it i think you missunderstood
do you also think making its first attack faster could harm the weapons own fighting system ?
what?
i didnt suggested anything here
i talked about an old suggestion
did you click the suggestion I was referring to? nvm it was a joke anyway
ups man my bad 😭
i though it was like a link to channel i didnt think it was a link of a suggestion in the channel
it's all good, I wasn't being serious anyway, just playing on their own "this is less of a suggestion"
On another note I think #suggestions message is pretty useless. You should be required to cross over to Ashlands on the boat at least once for the challenge of it, and after that there's not any reason to go into the boiling waters anyway.
With fully upgraded vilebone maulclaws and decent fist skill I believe you can stagger them in one secondary hit (not battleaxe related but still)
With blackmetal battleaxe I think you should be able to stagger it with 2 secondary attacks. Maybe 3 if its a low lvl axe / your skill is low
Only way I fight berserkers is through stagger
tbh I don't use the primary attack a lot. I think it being slow is good because it differentiates it from other weapons. For example if you speed it up it starts feeling more like 2 handed swords
I do think the primary feels a tad finnicky to me which I dislike, but maybe that's by design. A lot of the time against smaller enemies if you're not pushing them against a wall, the first hit gives them just enough knockback for the second hit to miss, but not enough knockback to push them far enough away to prevent them from being a danger. It can be mitigated by good spacing and understanding knockback on slopes, using walls, facing bigger enemies, etc. but overall it makes me not use the primary too much.
I think I do use it a fair bit in dungeons though, as the enclosed space makes it pretty ideal
But yeah generally axes fall short on the combat side of things compared to other weapons, I think they're more for the budget-friendly viking that doesn't wanna fill their inventory with 20 different pieces of gear and use the materials to make that gear
A 4* creature would basically always oneshot while also being a sponge.
We do not have the mechanical agency to make that fun. This is not a game built for you to dodge everything.
At the same time, it would also make things like wolf cheesing way more powerful as well.
Also if you really wanna fight 4 star enemies, just upping your difficulty to Vhard would probably be a better way of going about that
dame insta thumbsdown 🫠 😔
You win some you lose some. I liked your fins of destiny suggestion
at the end of the day. the upvotes / downvotes don't mean much when it comes to if it will be liked by my collegues or not
@wintry bobcat @rain snow One other thing about battleaxes is leveling up your axe skill in preparation for the Berserkir Axes. 😄
I did that in a playthrough where I used battleaxes from Swamp-Mistlands. I'd use protection bubble and cleave through just about everything in the Mistlands. Then when I hit Ashlands, I had axe skill around level 50-60.
ThoughI totally understand that battleaxes don't suit everyone (I didn't like them until that specific playthrough).
mhmm
Though personally I don't use berserkir axes much because I can't parry much with them, as compared to carapace buckler which not only has a wild amount of parry armor but also gives you double adrenaline on parries 😍
Also I'm that one weird guy that doesn't stick to 1-2 weapon classes to have high skills, but get bored of a weapon quickly so I switch weapons every biome.
End up getting most the weapon skills up to 50+
I'm doing a playthrough with a mod that allows up to 5 star enemies of any kind, I can testify. 4* Fulings and Stone Golems aren't fun to go against, at all. Although it's nice to fight something that can't be staggered or parried
I think the current implementation is fine, and more than 2 star enemies should stay in the modding world
I think I had a 40+ 👍 on a suggestion before a server wipe. Not that it matters but still nice to see if people'd be down for it ya know
Can you explain what the reasoning for wanting stars rather than upping difficulty is?
Just want then to give more drops and feel like “bullet” sponges?
More stars would be difficulity variety. Not the same as everything being up.
Ah so sometimes you come across a greydwarf that gets a heart attack from you looking in its direction, sometimes you come across a greydwarf that can oneshot you. I can see that, but yeah that doesn’t sound good for vanilla
There would have to be a change in specific enemies beyond just higher to justify anything more than 2-star in my opinion. Like a 3-star greydwarf dealing poison damage, or a 3-star wolf having an increased movement speed. Stuff like that.
I cheesed Blood Magic to level 100 with AFK farming and used the lightning axes with bubble shield. It was a ton of fun, though I died twice in the Ashlands. 😄
i think i should test it again its seems
yeah they are a little bit weak only because balancement issues but you know its a viking game and its a PvE game i think its shouldnt be
for me i am using every weapon not because you i need it but because i am having fun
and they being a bit worst harm the fun a bit
battleaxes definitly not budget friendly tho ☠️
same i think only skills that i have under 50 is like
swimming
blocking even tho i use parry a lot
elemental and blood magic
arbalesk
and riding
and those new dodge skills
oh and i think the sneak skill
i do love to use different weapons in every play through
Battleaxes attack through walls (which greatswords are unable to do). They are probably the best weapons for infested mines. 🙂
Though yes, they cost a pretty penny to make.
i think for now because of the i see a lot of people dont find the attack speed buff idea is a good idea so it should stay that way
but movement speed penalty should be balanced to for not getting punished by the using the one of the games most cool weapon (crystal Battleaxes)
its seems i wanst using secondary enough i should test it out before making a comment on its damage and other mechanics
and a bit parry bonus for to just having a better competitiation against buckler + 1H class combos
Maybe Movement speed penalty to %12-%10
and Parry capacity buff could be good
i wouldnt say its a design thing i think thats a glitch XD
Don't tell Smiffe. 😉
It’s intentional, the devs can easily toggle it for every individual attack
Unless they clicked a box by mistake
I believe it makes sense for weapons that can chop wood.
Other axes don’t have it. It’s probably enabled to allow it to easily hit grouped enemies which a lot of players notice when comparing it to a sword
Hmm, well to be fair it could still hit grouped enemies without it, just not as reliably.
wow noted
oh no i think its about able to hitting multiple targets or not i think its still kind of a glitch depends on where you looking for it?
What’s a glitch?
yeah so i think its intentional to area damage and hitting behind doors are a reuslt of this ability of the weapon
you can thrust a 2h sword through a wall if you use the secondary attack 🤔
what was your suggestion back then if you remember ?
it doesn't hit through walls
yeah i wanna know too
no?
anyway when do we get a real life sized smiffie plushie ?
so we have 3 people intrested now?
i am sure there is gonna be more 
4 😹

isn't it? Blackmetal battleaxe = 30 black metal
Blackmetal sword + shield + axe = 48 blackmetal
wait does the blackmetal battle axe breaks the trees in mistlands ?
its seems they are why i remember they are 45 metal for crafting not sure false information sorry
the problem with that it will make those trophies not really that special
crafting trinkets aren't that hard tbh
the easiest trinkets to make (heart of the forest , Iron Brooch , Nimble Anklet , Bracelets of the Brave) aren't really that good but it's better than nothing
also with coop/ multiplayer there is higher chance to get trophies because of how many of u are makes it getting rescoures much faster & figthing enemies
that's how i see it atleast @lapis gust
Agreed I like that you have to work for the trinkets.
Also I don’t think multiplayer affects much. If you have 5x as many people farming you’re gonna get 5x as many trophies
I think it’s just preference which trinkets are good. I hear a lot of people loving nimble anklet, I personally think bracelets of the brave look good tjough I don’t use clubs often, and iron Brooch I wanna say is THE most highly regarded trinkets outside of maybe some endgame ones or just pure convenience ones
agree with that trinkets tends to be affected by your playstlye alot
personally i love things like the Bronze Pendant that Helps alot with stamina ( one of the cheapest adrinlline to actiavte , the boost is % not flat stamina and it's basically an eary vesion of Lingering stamina mead )
or things that does increse your damage like Nimble Anklet but after using it i find it very hard to benefit from it
i didn't really have tested alot of others trinkets in normal playthroughs i guess i have to try force myself into them to give them a fair judgement xD
Nimble anklet doesn't increase damage
But yeah super playstyle dependent. Personally I find the stamina ones kinda useless because stamina regens so fast anyways, but I also know a lot of people who aboslutely depend on them because as soon as they lose stamina they lose momentum in the fight and it doesn't matter how much armor or health they have
#IronBroochSquad
i meant the mountain one mb
wolf sigth
Wolf sight feels damn nice with a spear. But a lot of trinkets its rare to proc in most biomes
That's why I like running fins of destiny
THIS ONE too , it's good when you are exploring
i never sawm that much in the past compared to today xD
Bracelets needs to cut the heal amount and reduce cost down to 65. That's the main issue it has.
Pierce trinket needs only 55 to proc.
Slash trinket needs only 75 to proc but also gives you +100 stamina and is simpler to stack given how much AoE slash weapons have.
Blunt trinket being 85 is nuts given you're mostly single-target and Hammers don't given AoE adrenaline.
Yeah I'd only bracelets in ashlands or at least after getting carapace buckler
are they good with frostner ?
They're okay probably, but not ideal because frostner has relatively low blunt damage
Probably very good with flametal mace though. The extra club and blunt skill will also help you push some stagger thresholds
with the bronze pendant and skoll and hati i can infinitely regenerate more stamina than i consume attacking. its amazing
and thats with only like 63 in daggers rn so theres still room to go lmao
Does that save you from losing a fight though or just make you get through it easier?
In my experience people who like stamina tend to like it because it makes things more convenient or fast. And people who like armor/hp like it because it keeps them alive
considering basically everything can be rolled, yes having infinite stamina keeps me alive lol.
I suppose. I just feel like defensive actions like rolling/parrying don't cost much stamina
not once theyre levelled, the big difference though is theres plenty of attacks that cant be parried. everything can be rolled or avoided though
Rolling costs even less stamina when levelled
exactly, once theyre levelled, they dont cost much. that is exactly what i was agreeing with you on.
Ah, I see the way its meant to be read now
I feel like rolling doesn't cost much stamina at level 0 either, for how quickly it regenerates. But I do see the appeal of just wanting more stamina, if you have perfect mechanics it does pay off
Never did much rolling because it just felt clunky. (Probably a combination of controls and camera behavior.)
Is it even worth it though? From my understanding, you don't get iframes, so why not just sprint.
You do get iframes
That said though, on normal difficulty you can parry most enemies which doesn't cost stamina, stuns the enemy, and gives you double damage for a brief period, making it usually the preferred option
Damn. I really suck at combat in this game.
I just don't enjoy it enough to get better.
@shy swan I like the idea, with stun in particular. Can't see them implementing it though. Not in the game where mobs are immune to fall damage. Apparently they really don't want knockback to do more than give distance.
Would probably be pretty finnicky with the coding of this game (i'm no coder, but just a guess)
The idea sounds very cool, but I think it would either give you too impressive oneshot / stunlock potential, or be so small it would be barely noticeable
Not sure how knockback works in this game, I would assume it just adds velocity in a direction, so the most intuitive implementation is a velocity check on collision. This also means that the knockback would have to be faster than movement to cause the effect or things would get ugly, but that's fine.
The "exploity" way to use this is just pinning something to a wall, but to be fair, that is a lethal advantage in reality as well.
from what i have experainced so far , armour doesn't really matter that much
Hp matters alot more for parrying while armour just make your mistakes much more forgivable
relying on stamina just make it much harder to get hit or escape and repostion yourself in a better sitution
no matter how much armour or hp you have if you end up stuck or surroended in a very bad sitution it won't help you excpet for couple of small time
True. I think its a good balance though.
Stamina is kinda the best stat allowing you to do whatever you want, but as such it also has high base regen.
HP and armor is only really needed if you mess up and as such you have low base hp regen and it requires some commitments to spec into hp and armor.
I'm kind of surprised that this game doesn't have some QOL things I thought it would have.
For me, I consider myself a pretty skilled player. I'm not flawless, I do get hit, but overall my rolls and parries are pretty on point. I'm also very good with stamina management, which is why I find getting some hp or armor to be more important just in case I do miss a roll or parry. Because more stamina won't suddenly make me not miss my roll
I also induitably have a somewhat skewed view of things because I don't play the game as intended. I play vhard permadeath and ban myself from using most cheesy things, and in those conditions going hp or armor to not have my world be deleted from one stray hit of a draugr is a welcome comfort 😅
yea i just watched a series about permadeath hardcore and this is 100% fair to favoer hp on these condition
You always want stamina. You want health in combat...until you get the bubble.
...But I play permadeth baby mode, and all before combat update, so Idk.
how many tries so far in your permadeath worlds ?
just curiros
i wanted to try hardcore permadeath myself but seems it's so hard even as knowledgable as i am at valheim but the hardcore settings changes everything
what's permadeath baby mode ?
Just turn the sliders as easy as possible, but delete character and world if you die.
Like what? 🤔
Like an ability to recycle crafted things, or a reduction of the wet debuff when you unequip armour.
Plz no to both of those ideas.
It made sense to me immediately to unequip my tunic after swimming, to dry faster. I was surprised it wasn't a feature.
the wet debuff thing isn't really that important qol , like just putting a campfire and waiting for like 5-10 seconds removes it easily
like by the time you remove your armour and wear it again the wet effect would be already gone
well that relies on having a campfire
I think unequipping armor to reduce wet effect timer sounds cool
It would still make logical sense for when you aren't at your base and are travelling. Having the option to remove your clothes to reduce the debuff duration, whilst still on the move, or stopping to place a camp.
The choice to push forward vulnerable but on pace to spot you want to go.
It certainly takes time and leaving yourself vulnerable, so I'd say there's nothing too strong about implementing it, and it would make sense
Wouldn't fully get rid of wet effect, but definitely reduce it some
takes like 5 stone and 2 fire , most simple thing to craft yet most op
don't you find wooden weapons in chests >
yea you do , wooden spears and swords in black forest
Honestly, earlier at some point I thought recycling gear would have been neat idea, but later after seeing some gameplay with mod that has the recycle option I changed my mind, it took lots of core gameplay out of the game.
Wooden sword is craftable.
artgier in plains and battelaxes in mountains
yea but you can find it too no ?
Even if not the ability to recycle, maybe an option to burn unwanted goods on your campfire?
No, it's the only one craftable and not to be found in world.
ohh kk
Sometimes I craft the wrong thing and my only option is to throw it on the ground.
There is obliterator for destroying items.
that's what the thunder stone for
Seems odd for that to be so late into the game.
not really late but like midgame
iron + trader stuff + copper i think
and you get coal from it too so you acutally can benefit from it
It's obtainable after 2nd boss and getting iron and finding trader, so quite early still.
At best I mean, sometimes the trader is elusive.
Maybe it is a me thing, but if it is a wooden item let me throw it in the furnace or on the fire to burn.
also items in the words despawn after sometime as long you don't have anything that disable spawns like campfire ot workbench near it
but that suggestion of the wooden weapons isn't it already in the game ?
or i am missing something ?
Yeah, there are wooden weapons to be found in world.
They are located in certain types of POIs tho.
I'm 1 of those people that always thinks common sense wise when it comes to game features, but never considers why the game doesn't have it.
depends on the devs mostly xD
Tried building a tent for my first home. Hit with the ''Your bed is too exposed''.
My mind instantly goes to ''okay, why not adds tents but you don't get a rested buff and your characters awakes with the cold debuff''.
That sounds like a cool idea, but it also subtracts from the danger of being out in the wilderness at night.
Like, nightime would pretty much never be an issue or obstacle if you could so easily sleep through it
Currently you can either ignore time of day completely; scavange at day and sail at night; pop your temporary portal each night.
The requirements for sleep don't matter much.
If they wanted us to care, night would be freezing.
Personally I like to put down a campfire in a place where I feel is safe, and sit by it through the night. Of course, this makes more sense I’m early game mostly, but it’s super immersive! 
I think we've discussed my "hard mode wishlist" before. Freezing nights was definitely on there.
Oh? I actually don’t think I’ve seen your wishlist? 🤔
#suggestion-discussion message Here’s one me and some community members came up with!
(oh, and I realize now you were also part of that discussion! Sorry, it’s been awhile haha)
I don't remember, one was for g'jall to be a raid in the ashlands but that wasn't very popular.
add salt to injury xD
Hey I'm just curious, why don't people want a way to move tamed animals to other bases?
https://discordapp.com/channels/391142601740517377/1202312684364910612/1459677474198786197
Personally I’m all for a method of moving tamed animals, I’m just not a fan of the proposed method.
Are you thinking of using portals?
I think a simple lead (not harpoon) would do the trick 🤔
Simple problems, simple solutions type thing
How would we get it to a different island then
Like have then swim across while we're on the boat you mean?
I’d probably lean towards some sort of interaction between the animal and question and the longship
Like, while the animal is leashed, interacting with the mast positions the animal on the boat or something. Maybe for lox, would require a Drakkar.
AH ok so your thoughts is for the smaller animals to get onto the current long ship.
Yeah that would work as well.
What if the harpoon still hooked pets without damaging them if friendly fire is off.
We're just stacking hacky workarounds instead of making a reasonable solution.
isn't the damage already very small ?
It's not small enough if you need to hit a creature multiple times
then don't hit it multiple times , or you can throw something for them to eat to heal it
just make sure you harppon carefully
you run out of stamina eventually so unless it's a short distance you will need to hit them multiple times
and even if they eat they don't heal very fast, especially boars because it's percentage-based
for what mobs though ? boars and wolfs don't need that much stamina when using harpoon + poitions helps alot , and the other are raidable so not really a need to harpoon them
before you run out of stamina you can make a small triangle box from 3 fences untill you get your stamina full
For moving them short-medium distances, I prefer the cattle chute method. Make two parallel rows of fencing a pig's width apart, and start pushing. Add cross-fencing on occasion to keep them from wandering backwards.
#suggestions message You are aware that joke suggestions will be removed?
#suggestions message This won't happen, as it would force the game to teleport them from the bottom to the top or back; just like what happens with the current ship ladders right now.
The current system is the best the devs can come up with, even while they're aware it isn't perfect.
Smiffe explained that a while ago, so perhaps do a search for "ladders"?
@hasty kestrel the issue with the ladders being placeable, is that you could easily end up inside objects with how they work
gotcha, no worries
thanks for the insight
why so many dislikes?
Pretty sure it already exists.
Lemme guess........
Oh, perhaps because it's a joke suggestion as wooden weapons were added in the CtA update?
I suggested in this discussion thread that there should be a reaction emoji for "this already exists in-game or has been announced for future development" so wew don't have to actually tell people.
i use the recycle reaction when people sugget something that is already in the game
If people actually paid attention to and read the posts in https://discord.com/channels/391142601740517377/1202150165449035816, https://discord.com/channels/391142601740517377/1202170015671914506 or even https://discord.com/channels/391142601740517377/982169679869149224 as well as https://discord.com/channels/391142601740517377/831071697817305128
they would have known.
Not to mention that it's mentioned in both general and Valheim-chat multiple times.
Which is why I consider it as a joke suggestion.
I could call it differently, but that would put those posters at the same level as some blue skinned environment destroyers.
Dude wants open servers with no passwords... someone doesn't understand how griefing works 🤷♂️
Not until it happens to him. And then we got a suggestion about having the game's "servers" being password protected to prevent grievers to enter. 🤦♂️
And more fun being tied to multiplayer is very player-specific. A good number of people prefer to play it solo.
Why would they add an option making it easier for griefers to grief?
Yes. I said option.
You did not answer my question.
Why would they add an option that will result in countless posts about people being the victim of grievers because of the no pass word protection for which IG will be blamed then?
You still have not answered my question.
There, you just gave the solution to your "problem".
So just name a server "Password 12345", set the password to "12345" and let everyone enter your game. Including those you can't trust.
So now it isn't just "make them open" it is also "add admin roles and admin-specific commands to all servers."
If we start down the path of "make Valheim like a lot of other games" well..
- It won't ever be finished
- It won't be Valheim anymore
Also keep in mind this isn't a multiplayer game.
It is a singleplayer game that happens to have co-op.
open servers could work if they where run by the community and had a bunch of anit griefing mods and whatever else is needed to keep the server running
It's a single player game that's having the option to play it in co-op with friends and family.
As is mentioned by Smiffe a few dozen times.
We are not related.
People who embrace modding already do have open servers iirc.
IG added the password system so they won't be held responsible for the fact that players have to deal with grievers.
Because that's what happening when you remove the password option. Because it has happened in the past, where people came over here to complain about grievers while they had created open servers. And it will happen again.
If you don't (want) to understand that, it's not our problem.
But since it won't be changed - as Smiffe has been pointing out countless times for the reasons I mentioned above - there's no need to make that suggestion in the first place.
If you want open servers, do like I said and put the password in the server name.
If yuo want that for Brazillian people only, then use something to indicate that.
Otherwise use mods that give that option.
But whatever you do, don't complain at this discord when some jackass jumps in with his Ashlands gear, kills all the bosses, destroys all portals and bases and then leaves to be never be seen again.
Because at that point in time it's NOT IG's fault, but entirely your own.
Just make your own world called "PasswordIs----------" and replace those 10 dashes with the password. Problem solved, no programming necessary.
Oops. I didn't read all the way down. 😄
OK: and which option should be mandatory?
The one with the password - which then would have people complain that they need to switch to the "open game" system;
or the non-password system; which then will lead to people complain that they created a game and got grievers entering it, because the game wasn't auto protected by passwords?
It wouldn't be hard to add a text box that says something like "your game has no password, malicious players can join. Are you sure you want to continue?"
While I would never use the open server option myself, I'm not opposed to it existing, as long as there's an extra mention that IG has nothing to do with what is likely to come of it.
Playing with random people online is always going to yield mixed results, and while I have met many people I never care to see again, I have also made several friends that way. I say allow the option, but make sure there are extra disclaimers attached.
That sounds like a lot of effort, though. That new character restriction could also prevent people from coming back once they make gear. There's also no way to prevent someone leaving a game. Alt+F4 can't be disabled so easily.
ive read and reread your response, trying to find any logic in it. but heres what youre essentially saying:
everyone should spend 10+ hours a day making sure theyre up to date on all announcements, patchnotes and ptb news before they decide to open their stupid mouths.
IG made a password system so that they wouldnt be held accountable for something they already wouldnt be held accountable for if they didnt make a password system.
in your mind, you are equal with the devs and have all the inside knowledge, as you keep using verbiage like "we" and "our" when referring to them.
you say that having open servers will backfire on IG, and that thats why they made the password system, but then you say that making a server where the password is the server name would be a great idea
"dont complain at this discord when some jackass jumps in with his ashlands gear, kills all the bosses, etc" - no one is going to complain lol. well maybe someone with negative iq would, but someone who currently has access to servers with passwords and is specifically asking for an option to have open servers isnt going to be complaining. theres a reason for what theyre asking for, and its 100% valid.
"because its not ig's fault, its your own" - yes. congrats. that is a risk that theyre willing to take though.
there are several games that already have the option for both password protected and open servers, one of the ones that comes to mind first, being ARK. is joining an open server giving you the option of getting griefed by people coming in from outside maps and doing shit? yes. but thats a risk that you agree to take when you join one. you can just as easily join one that one of your friends has put up that has a password. but, for those that may not have friends that play the game, an open, password-free server is a great option to just get out there, play the game and possibly meet people.
you are always so condescending when youre talking to people man, theres no reason for it
someone is giving a suggestion based off of something that they want, and youre telling them "no, you dont want that" lol