#suggestion-discussion
1 messages · Page 86 of 1
pretty much yes
yeah. can't beat that
Simple. Iron gate can just buy Microsoft
Irongate takes over development for Minecraft
Minecraft and Valheim get merged into one game.
Valheim, but everything is made of blocks
necks in minecraft 

@hot cave no, a forum style would make it even worse since it would still create the same issue of people constantly re-posting ideas and suggestions, but it would also create a ton of discussions and arguments in threads that is harder to overview for moderators
Yet somehow a moving undead blob of jelly and bones without vocal cords is able to do it but an actual living creature cannot.
I would not have minded if all the bosses had a bit of a death throws animation, tbf 👀
Audio included ofc
Acting like the keeper of this game's balance around the clock and getting off on bullshit downvotes is a bullshit way to live.
Ain't no one owe you for anything cuz you ain't provide anything worth paying back.
Huh?
Bonemass isn't just "a blob of jelly and bones".
It's a combination of jelly, bones and apparently the souls of the many victims it somehow absorbed.
Which would also mean that the sound you hear isn't the death scream of Bonemass, but the victory scream of the victims it once had adsorbed, as they're free now.
don't normal blobs have a death sound 🤔
Care not to get sidetracked into a needless bickering match.
Discuss in a civil manner, and don't call out anyone's votes... votes don't really matter in the end anywho.
Alright, Moder "explodes" and still makes a sound. We really gonna argue scientifically sound things when somehow eating some pieces of food makes you in practice multiple times more durable than you normally are?
The Queen should definitely have a death sound. You have to listen to the creatures more in the Mistlands than any other biome so a mother bug death cry could be a satisfying audio payoff.
idk about a squeal tho
So many yall got issues with the squeal, so just wondering, what alternatives would be preferable.
A shriek? A wail? A yelp?
I think it's the less important part of the suggestion, I don't care too much about it. If they decide to add it, I'm sure they'll cook something up.
yea i'm not sure death sounds really matter all that much imo 
it's cool if they're there but 🤷♂️
Im not quite understanding what your point is?? I get that there will always be some issues with suggestions getting reposted, that however wasnt my suggestion. My suggestion is to make submitting suggestions and keeping the suggestions replies and/or discussions within its created thread. That will keep suggestions from getting drowned out in an ever growing pool, it will keep the discussions within the context of the suggestion being deliberated in its own thread. Its more efficient, easier to keep up with the suggestions topic, allows for a cleaner and less chaotic channel.
No, right now its messy, currently suggestions discussions are overlapping each other and every suggestion submitted is getting replies in the same channel. Thats not efficient, especially when I have to scroll and read every reply just to find the replies im looking for. If suggestions were in threads all Id have to do is find the thread and read all the replies within its thread.
allowing people to create their own threads will just create chaos
discords definition on Threads, When you click threads, it states, "Stay focused on a conversation with a thread - a temporary channel. Not sure how that will cause chaos but okay.
stay focused is the key point.
No one was directly tagged, he said "gang, why downvote?". Which is an open ended invitation for anyone downvoting to discuss their reasons without direct targetting.
You didnt reply "because squeal" as a false response to punish asking for discussion of the suggestion in the suggestion discussion channel. You gave your honest answer, and it was correctly called a silly reason to downvote.
All the more reason to not attach too much importance to upvotes or downvotes though.
If users would follow discords rules and etiquet, it would be a comptly diffrent story
but both from a moderation standpoint, and a "less chaotic" standpoint, this setup is the easier way
hratgen — Yesterday at 8:26 PM
@fast void | Subjectie gang what could possibly be the reason for downvoting the Queen having a death sound effect
My name, specifically, first thing he types.
"No one was directly tagged."
Sure...
... oops. Didnt see that. Nvm.
In my experince, suggestion forums work well in smaller communities. But I don’t know how well they work in a community of this size 🤔
@inner urchin ladders won't be added
it's been discussed 1000 times already in this channel and why not
How about that 'hnnnng' noise people make when they stub their toe on a table then try to hold in the pain?
Somehow the tagging is a cardinal sin. What happened to discussing suggestions in #suggestion-discussion
i agree that nobody has to offer explanations for their vote, but i think its fair to ask for it.
i did the exact same as you did when i suggested something a short while ago. the same ppl gave it a downvote i couldnt understand. and the explanation was about arguing with a word*.
It’s a rule here that you’re not supposed to call out specific people for their votes.
Personally, I don’t mind if someone calls me out for my vote. In my humble opinion, if you’re going to vote, you should be prepared to defend it 
(i still think the level of the conversation here is pretty good. idk if you are used to arguing with strangers, but it rarely go smoothly.)
i also would not cast a vote i can't defend.
Can always ask generically though.
“I see my suggestion got a lot of downvotes, would anyone care to explain why?”
Sure, free will and all, but it kind of defeats the purpose of this whole channel here.
Hi, I'm still relatively new at sending messages here. Can someone explain me please what the ♻️-symbol means as reaction in the suggestions chat?
Suggestion has been suggested before
Ah okay thanks.
Is there some way to know that the devs at least have registered a suggestion? I saw people write on Reddit that "the devs" read suggestions here on discord. But there are so many suggestions, I wonder if they lose track of them
I think smiffe reads most if not all
#suggestion-discussion message
thats how i approached the problem when i was faced with it.
i think it gave me better results than how you did it.
and note that my suggestion was pretty self explanatory. there was still division and argument.
its just how it is, that doesnt mean this channel has no purpose.
Fair enough. Not like either of us are going to get much out of these contrarians.
The fact of the matter is, no single idea is going to be loved and supported by every single person; it’s just not possible. And singling out people who downvoted to demand an explanation has the appearance of… I dunno, a little hostile.
On the most recent suggestion by @gentle ore I agree enemies should take fall damage. That's very funny and would lead to many hilarious and fair scenarios. Enemies knock you off cliff, you die. You knock them off, they also die. Though they should take greatly reduced damage from it.
I do not agree enemies should drown. Sounds fair at first but a lot of enemies sink to the bottom. Simply by swimming into the ocean, you can drown enemies.
I do think many creatures should avoid water more than they do now, but that's not the suggestion made.
Don't mind the idea of both, but wondering how on the drowning. Necks should be able to swim imo, but perhaps not allow others to indefinitely, then my delightful friend trolls that stand by the shore peeing in the ocean... only drown if their head is submerged? Should charred skeletons sink in lava?
You specifically questioned the reasons why you got downvotes, maybe as an excersize you might also question why you got upvoted? It seems a bit odd to ask the question, only to write off the answers you got as people just being contrary.
Making enemies take fall damage is really a good idea. Not much, but some. Like 1/2 or 1/5 the amount players take. I love alternate playstyles in this game.
Before Ashlands came out, I would go to the 'Ashlands' and kill the Surtlings by parrying them into the water, and the water does heavy DOT to them. Funny, rewarding, but totally unnecessary optional fighting style. If you could knock enemies off cliffs and hurt them, you can give them their just desserts for trying to kill you so badly haha.
Mountains would be sooo easy if you could just boop everyone over the edge to their death 😄
I am not saying I am against that, just pointing it out!
But how fun it would be tho... Especially with mace or battleaxe secondary attack. 
Exactly, so if enemies took like 1/5 the damage it's still fair. Not guaranteed to kill but might do 1/3 or 1/2 a wolf's health
Odd way to spell "Frontkick" 😛
Punting greylings for distance would be MUCH more fun
Also funny to come back to this channel years later and to see people unhappy with downvotes. I think my last 3 suggestions were heavily downvoted. And I really liked my ideas! 'Guess I need to come up with something better' is how I see it😁
You liking your ideas is what matters 💛
Also Smiffe infamously downvotes my stuff. I have yet to workshop an idea that our beloved community moderator Smiffe genuinely likes🤭
Jackoturnip is my favorite buildable.
#suggestions is now #theories ? 🤔
dang my suggestion got nuked.
Am i missing something ?
Nvm, i saw the wiki and that it was reduced to 5. that’s…. Decent ig
As someone who preferred the old Ghost model.. I don't find them to be a fun enemy now 😭
Agreed, seems like its much easier and is yet another skeleton in the chambers
I read every single one 🫡
I certainly prefer being able to actually see the ghost enough to know when it's attacking. With the old model (partly due to rarity) I literally never knew when they were about to take a swing. Single most dangerous enemy relative to gear you're likely to have when first encountering it simply due to the inability to read its movement.
I thought it was a nice feature to not be able to see the animation. I learned to parry the old ghosts by timing the block with the sound effect.
yeah, it was an actual threat before they changed it sadly
I don't mind enemies being a threat, but I prefer that threat to come from intended mechanics and attacks rather than lack of information. Dying to something I can't see doesn't feel particularly fair or engaging.
Smiffe is going to have his work cut out for him when the great unwashed console masses turn up
Suggestions will just be inventory space / ocean on repeat
Thanks. Water avoiding sounds good too. I had once the situation that some of my domesticated boars went to the sea after an enemy attack and it remained there. I always could see it from afar. Swimming eternally until I finally bothered days after to push it back to the coast, with a raft.
Another idea would be to have them return to firm ground automatically after some time.
#suggestions message I really like this idea. Maybe you fleshed it out a little too much, but it would be cool if we had a skill that helped with taming rate, animal aggression ranges, breeding, and the resources we get from animals too.
Would also be fun to try to find and tame rare variants of animals too. I think a simpler version of your proposal is that animal husbandry simply increases the chance of getting an increasing rarity offspring, since they by default give double or quadruple the meat and hide, instead of your proposal that increases one or the other.
More importantly, it would be nice to get a skill that lets me move Loxes without harpooning them since that usually just causes them to run away from me ||yes I know about the saddle, but I don't always have it with me||.
Seems like a needless complication to me. Want more meat from tames? Breed more. Want more leather from tames? Breed more.
#suggestions message Ladders have been asked for several times, but the boat lobby at Irongate have decided ladders may only exist on boats. Anywhere else they would be too exploitable.
So, if you want a ladder in your home, put a boat inside it and build around that. 
Ironically, ladders were snubbed for being exploitable, but we can still just make a dirt pile to jump into a fortress... because that wasn't an exploit.
Want more wood from trees? Woodcut for longer.
Want more ore from mining? Mine for longer.
Want more damage from hitting enemies? Hit them for longer.
Why bother with skills to augment these experiences when you can simply do the thing more.
#GetRidOfSkillsNow
Did you also object to fishing? We already have a harpoon. May as well stick with that.
Except there's no real difference except pen size and amount of food dropped, the only time differential would be slaughtering, which takes less than a second to do.
It's the getting to the slaughtering that takes time, so if that short slaughter moment could be more rewarding it would feel better to this player who suggested it.
Yes but that's passive, you can do absolutely anything else during that time, where cutting wood/mining/etc. requires direct focus.
When you say "passive" you mean "human hours", which is a resource that we do not have an infinite supply of.
I think it is valid to ask that animal husbandry gets a once-over too. The current implementation hasn't changed since 2022, or whenever taming was introduced. Farming got an update, so why not consider looking over this legacy feature too? Particularly I think the game should use in-game time instead of my real world time to determine when animals breed, and when plants grow. Sleeping at night to pass the time makes no difference for plants and animals, only looms, mills, and smelters. Feels like a nice concession for those that play single-player, and therefore have to do everything themselves thus sharply reducing resource gathering and output.
Anyway... what do **you **want in the game?
The suggestion vote isn't a case of "valid to ask" to be fair. I think it's needless, so I voted accordingly. Yes passive means passive. 🤷
What do you think is needed in the game, if desirable isn't the goal.
This is starting to remind me of a certain game where you shout people off the cliffs and mountains and they die... 
There's plenty of things I want in the game to be clear. Retooling something with unnecessary depth isn't one of them, especially when taming is incredibly optional.
So what is needed of the things you want?
Something in between the old model and the new one could be cool. Still ghosty but not so skeletony, and maybe with a darker color. If they were almost invisible before, now they might be too visible.
I want in-base eitr sinks, ways to utilize magic outside of combat, because eitr food overflows very quickly with one usage in-game. Things like a plantmancer staff that can place a row of 8 seeds in front of the player using the dead raiser animation.
Unlike taming, planting seeds takes deliberate focus and time.
Is that needed though?
And couldn't that be more easily addressed by letting the cultivator area-plant multiple seeds at the same time?
And I've spent more time trying to trap and tame loxes than I've spent flattening soil and cultivating it.
Of the two, farming is really quick and simple.
I would say so yes, as I mentioned, my eitr food stores overflow very easily, and require some sort of additional sink, this could be used to benefit the player, not just with the example I gave.
Stop making eitr foods then? Or cut down production.
Also, your suggestion is exclusively late-game. So... it's not applicable to many players. And it requires them to want to use eitr, which not everyone will want to.
It's just part of my farming rotation.
I don't think you asked me for an early game example.
You asked for my opinion, was your goal to just argue?
idk, it just feels like whenever we chat it's because you are against something for not being needed, as if that is the requirement to be in a game, instead of letting people have wishful thinking about systems they enjoy and wish they could enjoy more.
Then your own suggestion is "I made the process of farming and making food too efficient, now let me spend these resources I over-produced", thus solving a problem you created yourself, and would only help a specific playstyle within a specific playstyle. Yet, *your *suggestion is more *needed *than a something that might make the game more fun across the gameplay experience?
So, no. Not trying to argue with you. More holding a mirror.
It'd be fun to see you more positive sometimes, instead of telling people that their suggestions are not valid because they aren't a necessity. Neither was farming as a skill, farming worked fine without it, but it was still nice that they added it - even though it drives my OCD crazy because now my crops produce an uneven amount of yield for veggies and seeds.
Fortunately the chickens and boars can have the excess.
Anyway. Your idea of non-combat Eitr is cool as hel. I love it. I want more non-combat magic (as I've mentioned before with portals and wards). We already have the vine staff, so how cool would it be if we could develop that idea with seeds, like you said? Also... Instant fireplace magic for when you're out travelling? Or use Eitr to raise/lower ground in a large area?
Eitr is cool as hell.
You don't need to hold any mirrors, it's perfectly fine for someone to have their own reasons to disagree, and I can promise you it's not meant to be an attack on people that do agree.
But do you agree at least that it's nicer to be told "I don't think I would be interested in this" than "the game itself doesn't need your suggestion". 
One is a personal preference, the other is a critique at failure of critical game design.
I'm not exactly here to gently explain my opinions or reasoning though, I may come across harsh or to the point, but I definitely have my own built in biases that I don't elaborate on, and try to keep things concise. That logic also goes the other way, where I could lose sight of my reasoning or muddle the point by attempting to communicate kindly.
For me, I've spent over a decade in the game design field, so I definitely do approach things from a succinct point of view, but that's just because my experience leads me to believe it can be helpful to anyone that might take the time to read what people say.
Your reason for a downvote was focusing on extremely specific connotations of a singular word within many in my suggestion, whilst missing the whole point. The only other downvote is a mystery, because the dude won't even give his rationale. The suggestion itself doesn't even have an impact on balance, and is purely something to make players feel more accomplished and gratified after beating a boss which I still think is a jump in difficulty from Yag. I find that making players feel more gratified and accomplished upon reaching a milestone is a pretty given good thing from a gamedev perspective, which is why downvotes seem contrarian-like to me unless someone gives some good rationale (which neither of the downvoters have, one even abstained from giving any at all.)
As for why I would ask if someone upvotes something, seems weird considering I think its a good idea? Like, should I be asking, "Hey dude, why did you agree with something I think was a good idea?"
Oh just because it seemed it would be a healthy excersize for you, but that's just my take. Minimizing someone's vote because it was based on one word is a strange approach to be certain, when one word can alter a lot.
You also assigned your own connotations onto the word "squeal." "Squeal" may be associated with "annoying" to you, but certainly doesn't mean its the same for everyone else, or rooted in truth at all.
I had even told you, if you did just suggest a death sound effect, I would upvote that, but I don't want a loud squeal as you suggested.
Since, I've changed the suggestion to accommodate that. Do I have your vote now?
Absolutely.
#suggestions message Maybe as an immersive setting, but wouldn't this be overly punishing? Especially when trying to move to the mountains as a beginning player?
#suggestions message Definitely something for map markers. Either two or three additional marker types, or the ability to colour-code them.
Map marking isn't a must, but as someone who likes to mark down any respawning resource, my map is getting riddles. 😂
Want more Val? Heim for longer.
Riddles!
Additionally, would love to see more map markers 
lol
#suggestions message mm, I don't think I would want this.
This feels a bit too much like playing a different type of game altogether.
I think Valheim already has a decently competent animal companion system with the wolves, who you can get on quite well with in the plains if you are quick enough with deathsquitos. Though... I agree it is a bit sad that bringing them anywhere is not only incredibly hard, but also not very useful due to how easily they can die, especially in the mistlands where there's too much uneven terrain and gjalls.
Man, I should recreate my 2* wolf army for dealing with Yag.
I’m not necessarily opposed to adding a little more depth on taming in general, but that suggestion takes it a bit too far imo
feel like this would get farmed way too easy.
I think having one wolf you can bring with you that will fight anything that attacks you is fine, just the leveling up and being bale to make an army and like you said bringing them anywhere really would be hard to do
Isn't fall damage limited to 100??
Or am I misrememebring. I've not taken off the feather cape for a while.
It would be nice if we could get a wolf to follow more disciplined like, and actually get on the dang boat..
to my understanding nothing will ever be able to be on a moving boat
other then players
Add a dog cage to longboats, and a Lox box for the Drakkar. They're not on the boat. They're in cargo. 
Love the name "Lox Box"
#suggestions message I like the idea of feeding troughs, as someone who accidentally picks up my animal's food and having to drop it again. Not sure I'd want them eating my crops though... I keep animals and farms separate for a reason.
The ol' two suggestions in one problem. 😅
Not so much suggestion discussion but I find it such a shame that bloodstone-altered weapons tend to be weaker just because of the nature of the bloodstone buff. I know that plenty of people have had their ideas and have suggested them and I don't care to see 20 repost votes on any ideas of mine (not that I really have any fleshed out ones I think are worth sharing). I'm curious if anyone has any ideas how it could be overhauled to become a stronger choice?
I think simply having blood weapons have some sort of effect on adrenaline would be a step in the right direction 🤔
I saw Sevrahn mention it once, where Bloodstone weapons would increase adrenaline more with each hit.
Most adrenaline is handled with flat rates, so like an additional 1-5 adrenaline per hit could be powerful.
Eh, I’m not great at coming up with balancing numbers and all that- I kinda just go off vibes 
But I don’t, maybe something like if you’re under 50% HP, you get double the adrenaline for things? Idk
5 adrenaline per hit sounds nuts
Bananas, some might even say!
5 does seem a little wild, but on the other hand 1 seems too negligble if you're going to completely change a weapon and sacrifice the extra stats from just upgrading it normally. Maybe 2 per hit, on nidhogg and club, and on something like the slayer maybe 3-4? 1 is plenty for axes and spear.
Also would it apply to only hits or would it also boost parrying and dodging adrenaline?
Generally the devs go off vibes too so it’s ok 
I mean that's the rate for each parry anyways, and trinket adrenaline cost does get a bit high in the Ashlands.
I'm not going to pretend I know exactly what would be balanced though.
Still if you slot in a spear or axes you're gonna proc trinkets like crazy getting like 6 adrenaline per hit + 3 on staggers
The increase could be scaled with % lost instead of activating at a set point
I'm still not totally convinced this would be a problem, as Bloodstone already offers a bonus that results in the highest damage in the game.
I am not that concerned with bloodstone weapons myself, since I know there is still the deepnorth that will likely see them out-tiered.
Unless that ends up not being the case of course, then they are likely fine as is.
I don't think anyone is concerned, hratgen just asked if anyone had any ideas for the bloodstone gem.
I really like the notion of bloodstone giving some more adrenaline (maybe 1-3) on top of the provided bonus
Adrenaline gained could also be a function of how low your hp is while holding the bloodstone weapon
Yeah that'd make sense and blend well with how it works already.
I'm concerned
Are you saying bloodstones weapons are currently very powerful?
And you totally could keep them separate. But it’s still a neat mechanic. A visual for when they were hungry. Barren land. Plant crops for them and the next thing you know, they are multiplying. I think it’d feel good.
I suggested awhile back for map pins too. Unlockable pins for boats, blueberries ect.
I would upvote one of those of they were separate.
Then I would rather do without the feeding trough, as I’d like to see cage free farming over two pigs shoved in a stall forced to breed when they secretly hate each other for getting an extra carrot. Keep boars cage and rage free but the trough would be nice for folks that like to keep things a bit tidier.
by no means... I am saying it does not matter if they are a little underpowered, over powered, or otherwise, as once we progress to the deep north whatever we acquire there will out tier it.
As such, I don't think the blood gem/bonus/weapons need any changes.
I feel like that's flawed thinking. Just because there are better weapons later in the game should not warrant weapons earlier in the game being unbalanced
This is just a prediction, but I feel there’s a chance that the current gems may have some staying power in the DN. What I mean is, I don’t think think they’ll discard the ‘weapon enchantment’ system they currently have, so I think it would be worth it to give the gems a glance with the combat update in mind 🤔
I'm not sure if there will be gem enchanting in the Deep North (i'm leaning towards no), but I doubt we will be able to use the Ashlands gems on the Deep North weapons. That just doesn't sound right to me
I kinda imagine deep north weapons to be more unique, rather than variants. Like himmin afl was pretty unique
4 different variants of Nidhogg less so
I really hope we don’t see weapon enchantment, I’m not a fan of it in the Ashlands 
That’s fair though, I don’t really have a strong reason why I think that might be the case tbh. I vastly prefer the unique weaponry.
With that being said, I guess I would find it strange for them to introduce this system of furthering your martial weapons via magic gems, then in the next zone it’s gone 🤔
What do you think?
I agree. They said the Ashlands and DN would be comparable in terms of difficulty, so I don't think that enchantments will be phased out.
Worst suggestion evah!: #suggestions message
It’s possible of course that we see both variations- enchanted martial weapons and unique ones 🤔
I don't think that they'd introduce this system just to revert back to the usual for the final thing either. I had theorized they might introduce some enchantment for staves in the DN, although the implications of the Cold Forge say otherwise. It would be very cool if there was some alternative further modification applicable to armor perhaps? Just a theory
Maybe! Guess we’ll have to wait and see what DN brings us 
Realistically with the new leaks I theorize that something the in DN will trigger a world-wide event that we have to battle through. Perhaps there will be minimal additions in the way of equipment, and the point is more to prepare for said event with our further upgradeable Ashlands weapons.
So much waiting 😔
What does difficulty have to do with enchanting?
Though I do see that point of view, I feel like enchanting weapons isn't a huge mechanic. On ashlands launch I kinda expected it to be a thing where you had a seperate workbench for enchanting, in which case I think it would make sense that that workbench stayed relevant in Deep North with further enchanting
But with it just being a tack on way to upgrade your weapon in your black forge I don't see the need to retain that mechanic
It has to do with the fact that I don't think Ashlands enchantments will be phased out. I think they'll still be viable, if not more with the nature of the sparser but more powerful mobs.
I'm just not seeing the connection
Are you saying that enchantments make the game harder?
Someone said something that implied (don't know if it was you) that Ashlands enchantments would become weak and powercrept in the DN. I disagree.
Hmm, might have confused me saying ashlands gems on deep north weapons doesn't feel right.
I still think they'd be powerful, I just think they'd be out of place
Yeah might not have been you. I forget who.
I think I might see what you mean with the difficulty now though
I would like to see snapping for chests
speaking of gems, shouldn't it be a weapon upgrade and not separate weapons all together.
like you make the flametal weapon first, then you can choose its enchant on the upgrade menu instead of cluttering the weapon options in the build section
Does feel kinda bad how its set up yeah
Yeah it’s a bit strange. Honestly feels a little bit like bloat to me 🤷♀️
Fun little trivia that I think is true 
It appears Dyrnwyn is the only martial weapon to not have an enchanted variant in the Ashlands. Though notably requires a bloodstone to craft 🤔
i hope they add a different crafting station for weapon enchantments or atleast an option to hide them cause it makes using the black forge painful
I just think it makes it far less important, since you won't be stuck with the weapons, or deal with them long before being replaced
@grizzled vine you could either send us a email, posted in #steam-bugs-discussion or just in general channel. no need to make it into a suggestion
that would be neat, perhaps its something made from graustine
@wary sequoia Not a big fan of him being on the back of a leviathan, but an ocean trader could be cool. I imagine he could sell other stuff in addition to boat cosmetics
Was just thinking where they could put an Ocean trader, if there ever was one, and my brain landed on that. Maybe said trader could have a harness on the Levy, like he/she tamed it or something. There would have to be a buildable area for like a portal drop or something. Just thoughts.
I do think it's creative, I'm coming around to it
#suggestions message
I'm not sure if this is possible, given how the smoke mechanics work, but it would be nice!
From what I've heard Smiffe commenting, they don't want to make the smoke smaller to be able to fit through stuff, because it'll worsen performance
Sounds to me like there could be ways around that, but I'm no dev
I'm assuming it's just to avoid having to define more collision variables when possible.
Just put grates on a collision group that doesn't interact with gas particles...
I could see complications arising that would be annoying to deal with, like rain being blocked but smoke flowing through.
Probably many more as well, I'm just not putting a ton of thought into it.
Same deal dude
If they use a ray to check for collisions with structures they can just choose to not compare collisions with grates
Yes that's a very basic way of making it happen, for sure.
It would just tumble into complications, where that logic needs to apply to other things now.
No
So you don't think it's a problem that grates would block rain but not smoke?
Or even block arrows but not smoke.
It's definitely opening a floodgate to more complex collisions.
tbf i wouldn't mind if it allows smoke through but blocks rain
That'd really make the chimney system far less encouraging.
Just put a grate in your roof, good to go, even though it makes no sense.
wait i didn't even think about that lol

Meaning you could build defenses around using smoke to damage enemies with no consequence.
Kinda cheese 🙄
cheese you say? I have no choice but to see for myself now if smoke can indeed be a base defense
Hard to properly showcase without grates working as they describe.
Would be cool if bases actually required defense.
never got raided before?
I have, every single raid and multiple times for most.
Would be cool if bases actually required defense.
cuts to a clip of a troll leveling a player's base
cuts to clip of drakes killing livestock
It was nice of them to bring a drake trophy to me, don't have to ascend the mountains again for a while.
But you'd have to kill them for it, and that's defense.
So you can just watch.
You're gonna kill drakes with smoke?
When did-- what?
oh no, the smoke is for ground units, unfortunately only ballista or very tall spiked wallset ups are usable for air raids
though I will need to experiment if smoke defense is viable even without the grid thing
My point was that none of the events pose enough of a threat to need base defense like the spikes, traps etc
Maybe the zil and thunder one. The OG seeker one was good but thy nerfed it
Absolutely, but they're convenient.
You don't need twenty dollar bills, but it's better than walking about with 20 dollars in change.
With or without those defenses you'll be walking with 20$ bills most of the time.
The point is need doesn't necessitate all things, conveniency can be just as important.
Do you think the events are fine as they are, in terms of their difficulty?
Oh yes, very much so.
If it were a base defense game, probably not, but a game with base defense elements, it's well suited as is.
i know that in normal gameplay, its not as relevant, but not having portals means i have a lot of small bases. its easy to deal with the raids at my main bases, but it can be a problem when i'm at some outpost. idk if i would want the raids to be more punishing
I disagree.
I don't think giving more utility to the defenses, that get progressively more advanced, makes it a base defense game. They're not needed just as most of the things in the game because the only real objective is to kill the bosses, but that doesn't mean they can't be more useful.
Where did I say that more utility to defenses makes it base defense game? You asked me if I thought events are fine as they are in terms of difficulty.
Early game this would be grand, but its 40sec to kill a wolf with smoke, 80ish for fulings, 100 for seekers, etc.. I don't think this would be particularly cheesey as that's long enough to lose some grates, and may promote interesting defense setups.
||Not to mention we can easily do this already with braziers... pretty sure that's the current meta greydwarf farm.||
#suggestions message Yes, please. Do explain.
Do you literally mean collecting a piece of another player when killing them in PvP?
agreed. why do you need a trophy for backstabbing your brother in arms?
@humble skiff Smiffe has told us there's no interest in altering the wet debuff.
Achievement: Ninja looted the severs Drnwynn
: Set base on fire
Summoned troll in base lol
troll rain
Literally a troll acheivement
or permanent tag on character that wil lalways use the troll love potion
In multiple ways
#suggestions message linen cape is useless too
mhm
You summoned me?
Because I want to be evil
And I want something to look at to remind me of my evil deeds.
#suggestions message I like the idea, though not the implementation.
Rain is a weird weather in Valheim, because it is the only thing we can't be immune, or highly resistant, to.
Personally I was gonna suggest that any non-fur or cloth cape and cap would give rain protection (so, Troll or Hare), but in exchange they don't give you total immunity to the chills (like the troll cape already doesn't).
Even the fires of the Ashlands are no problem for the vikings. They have clothes for that. But rain?? Nah, there's no technology in the world for that. 
Would you find your own trophy on the ground at your grave if something else killed you?
When you put it that way, a "raincoat" cloak (and hood) could be something. Maybe it prevents the wet debuff in a drizzle but nothing more?
Probably made from neck hide. Good for the swamp (until you fall in the water)
Kind of a bummer that cold weather pretty much stops being a factor after the swamp imo
Why necks
also it should be neck tails instead of hide we don't need a new material just for one thing (devs have been doing this too much recently
)
realistically you can make a perfectly good rain slicker from deerhide and brains in this world. (A trophy would be equivalent in Valheim.)
Because they live near waters. 
The Neck suit
let us play as a neck instead 
CS made Goat Simulator, so maybe we get Neck Simulator?
That's kinda how I'd feel. Part of me thinks some capes that provide other functions, like maybe the metal thread.. whatever cape that has armor, asksvin cape, but maybe not the feather cape, should miss out on the cold resist since they give some good stuff.
I had this thought occur to me while driving. On surface, it's because they swim, so their skin would be, well, water repellant and the cloak would be less likely to let water soak you beneath. And yeah, we don't need a new material for this, so neck tail, silly as it is, sure.
Or just a bear hide cape. Bottom line is, as long as it's before the swamp biome where it would actually be useful.
That's a good point. I'd be for it.
you do know you also get cold-debuff at nights?
I think his point was that basically all capes from the mountain onward give cold resistance, so that debuff largely ceases to exist after that point.
yup
So, I am curious as to why the idea of customizable capes for the end game, when there will be no further progression or upgrades to be had is not well received? Offering a number of customizable looks will allow for more options for fashion Vikings and give players more reasons to go out and collect. By the time players are going through the end game holding on to older gear is not as effective. Obviously the players can still choose to use older equipment but having more options for them is always a plus sans it using up too many resources.
It may just be a bit of a broad idea, I would assume the downvotes are because it lacks specifics and just comes across as "lots of capes for the final biome."
Fair. I didn’t want to put up a wall of text of various ideas in a slower chat like the suggestion channel
I'm neutral to idea personally, I enjoy the ideas around material sinks, but also don't usually upvote suggestions that can be boiled down to "more of this thing!" in practice.
I like the idea of broadenign the use of gem
capes also IMO need a rework--there should really not be redundant (other than aesthetics) capes/items ideally
and it's by stat/mechanics terms ACTUALLY a downgrade to go to linen cape from wolf (not that anyone ever does, for that reason, again, but for aesthetics)
Are any gems used for trinkets? I haven’t unlocked them all yet myself.
don't believe so
They could also be used for trinkets as well.
for sure
Yeah, but it kinda becomes a non-factor post-mountains since every cape has cold resistance 🤔
The only reason to not wear a cape is to net an inventory slot, but I think most players opt-in to using capes since they often have convenient buffs.
imo the game showers you too much with resistances
Permanent cold resist after mountains and on-demand fire/poison/cold resist via potions is a bit much
Not to mention root harnesk
resist-all potion? 😛
Weakness to all potion. 
50 percent weakness, 100 percent increase in damage out put. Full on glass cannon build.
Damn, Bear armor but 20x better
@vagrant sorrel Any suggestions as to how they would do that?
adding a seperate slots for armor and wisplight meginjord necklaces etc
But they never had those things to begin with.
bcs past in the day inventory was enogh but now u need carry a lot
So what I'm hearing is you want trinkets, advanced meads, and half the armor removed from the game 😹
u can read right
.
Not sure what math has to do with it, but ok I can try adding it again!
There you go, you should write that instead.
I see what Hasan did. Meme accepted 🫡
I for one don't struggle with the inventory, even in Ashlands. And that's while carrying armor, 8 weapons, meads, Megingjord, arrows/bolts, food, and sometimes portal materials. If I want resource X, I gather only resource X. If I want multiple kinds of resources, I do multiple resource runs. It's really not that bad.
8 weapons? 🤔
All staves?
8 staves of fire!
Given everything associated with that phrase... odd thing to "accept."
- Axe
- Hammer
- Secondary
- Bow/Crossbow
- Pickaxe
- Shield
- Primary
- Auxiliary
I know I don't need this stuff all the time, but I leave it on my hotbar anyway.
Primary, secondary, and auxiliary might be staves in the late game (I like playing hybrid).
what does "make the inventory great again" even mean?
Ah, gotcha. I didn’t think of a lot of those as weapons, so I thought you were carrying like 5 swords 
By the way, in case anyone’s confused, the inventory suggestion is referencing an American political slogan 
Good chance most already know that, but on the chance someone doesn’t… there you go haha
ah... ok
it's a war biome after all, I respect it
#suggestions message
Turning the runestone into an item turn-in quest feels a bit out of character for what it represents — message left by the warriors Odin chose before you to help you succeed.
I wouldn't mind the lore-expanding runestones providing some sort of benefit if you follow their suggestion. With the boar stone, for example, do as it says and you get tame boar. Stones that provide lore on actual enemies tend to boil down to "there's an enemy, kill it (sometimes with fire)." As they are now, I view them as little more than collectables scattered across the map. Would having them include mini challenges from Odin to prove your growing might - with small rewards if you succeed - really be that strange of a notion?
Expanding runestones.
Every buildable you place by them makes them get larger until the encompass your entire base..
😈
Perhaps a player-built runestone: the Stone of Punts. It tracks the longest distances you've kicked a greyling.
@lavish plank Do you mean they should give no armor at all?
happens
love seeing 90% of things get thumbs down for no real reason lmao.
Somehow it never gets asked why a suggestion gets a thumbs up.
Most people have at least some minor reason for leaving any form of reaction...
I upvote suggestions if they make sense within the game. Getting a quest out of a runestone doesn't. This game doesn't have quests, this isn't Skyrim.
I actually leave the ♻️ reaction more often than the others 
In regards to the runestone.
Basically exactly the same thinking. Completely out of place for everything else in valheim... we don't have that style of quests.
Could say the hilder chests you can return is the closest addition we ever got to em.
And I also don't feel they would fit well, just as hilder doesn't, so better we don't have more.
"its not insert other game" no one is trying to make it that, and yes we do have quest..hilder is literally quest no matter what way you look at it.
Hilder is like... barely the bare bones of a rpg style quest.
No complexity, no real text, no generic RPG reward.
Get X chests, at Y locations, and bring them back. Thanks. Now I have more store options.
And even then, I don't think hilder was the right way to go about it. She is obviously out of place.
It was clearly an experiment, but it does not seem to have panned out.
#suggestions message The inventory has been the same as the first release of the game. There is no "again".
Also downvoted for parroting a fascist slogan.
They are obviously memeing 👀
This game **literally **does have quests.
Kill bosses and return their head - a quest as old as games themselves.
Kill bosses and get the chest from the boss cave to the clothes seller - just an expansion on the quest above.
Quests don't require a "Quest started" notification, or a quest log page.
Quest is just the catch-all name of tasks we are given to do within a game that has at least vague narrative attributes.

Wouldn't say it is the same as rpg quests... but it is in essence our quest / driving fatcor.
It's not a traditional quest as seen in Skyrim. With that definition, every game ever made has quests. Killing bosses is just the games objective. Quests usually refer more to what's seen in RPG games, where something or someone triggers a separate objective. Again, Hildir is the closest thing we have to it
That's just you splitting hairs. There is no real difference between the quests in Valheim and the Quests in any other game with "kill x enemies and return their y" quests.
You admit here that it does have quests, even though you are splitting hairs between killing the big bosses, and doing the Hildir stuff. Your first point is that it doesn't have quests at all. Which you now moved away from.
Need for Speed also has quests then! You gotta race your car and be first to the finishing line. CoD MP also has quests! Be first in the leaderboard
How do you define what a quest is? Any objective counts as a quest? What's the difference between a simple objective and a quest?
As I said above: #suggestion-discussion message
Quest is just the catch-all name of tasks we are given to do within a game that has at least vague narrative attributes.
Not really, they in essence mean a different type of implementation and thus is why I have to be specific.
Valheim is mostly loose and free form in its overall story.
It's not like an npc sitting there ready to be talked to with a box of text that then deals out "quests" with goodies promised.
Hilder is closest we have to it, but its stripped down to the bare bones.
Even the main objective is a Quest. It is THE quest of the game.
I did say that 
So it has to have a vague narrative attribute. How vague are we talking here? Killing the Ender Dragon in Minecraft is a quest?
When you say "we are given", does it have to be an NPC? An in-universe abstract character (like Odin in Valheim)? The developers?
There exists no law to how a quest must be given to the player.
Vague just means more than NO narrative attribute.
I do not know why you are bothering with splitting hairs.
Usually it's something you interact with, with an obvious indicator and an obvious reward. Usually paired with some kind of quest log to keep track of it.
Valheim loosely uses some elements, but its not exactly what you would expect when someone says RPG style quests.
Hugin and Munin do have ❗ for what it's worth.

I am only splitting the hair of, valheim does not have rpg style quests, and thus pushing too much further towards that style kind of detracts from the feel valheim has going for it so far.
The experiment that is hilder is not an addition I am exactly super fond of. 
What do you mean "rpg style quests"??
You kill bosses. You collect loot and return to a place.
What do you think is an "rpg style quest"???
Maybe the quest is the friends we made along the way
And what gets me more is that the intro literally tells us that Odin has collected us from a field of battle to kill his Enemies in Valheim.
The prologue cutscene gives us the quest!
This couldn't be more of a Quest if you tried!
Probably the biggest difference is the lack of structure. It is more free form and vague, giving a loose direction with little to no bloat of systems.
What structure are you talking about?
"There are x bosses. Kill them and collect their heads"
"There are three chests. Find them and bring them to me"
Even summoning the bosses is another collect quest
They are just not called "quest" in the game. Functionally they are quests.
That's it though, your asked for something and then it's left to you 👀 we currently lack tons of the other complexities you might expect.
Every quest has the option for you to not do them for as long as you like. That doesn't make them not quests. What are you even saying now?
You are just being wrong to be a contrarian now.
What "complexities"?? You are inventing reasons to disagree.
I can pick out any single quest experience in boulders gate, world of warcraft, runescape, endless list goes on. And each of those have many additions in common we just don't have here.
There is a distinct lack of information and bloat of systems.
There is NOT a lack on information. You might be ignoring the lore, but that is on you.
You don't need a "bloat of systems" to have quests. I don't know why you would say that.
Runescape has Dragon Slayer and Chef's Assistant
They are both Quests.
One requires doing many complex steps to eventually kill a dragon
One requires getting 1 egg, 1 pot of flour and 1 bucket of milk - all three can be purchased on the market.
Both are still quests, but the latter has no complexity at all.
I know it's hard to be wrong, but you don't have to keep digging to get even a crumb of a point
You're doing a lot of typing for someone who only has to say "oh, I guess gatekeeping the word Quest isn't the hill I should be dying on".
No quest log full of descriptions and heaps of info.
Literal paragraphs of text!
No markers on your map for you to cycle through for both quest locations and the places to return the quests.
No experience given. No gold given, no immediate quest rewards given from a quest giver (even if the quest giver is a random rock with a ! ).
No quest tracker that update as you progress.
No counters anywhere letting you know you got X of Y, or are ready to turn in.
In essence I am not saying some aspect of valheim don't use and share some aspects of what might constitute a quest, but they are not traditional RPG style quests with most of the bells and whistles.
It's stripped down, bare bones, mostly leaving you to figure it out yourself.
Returning the heads of the bosses does in essence give a reward, but there is not paragraphs of text accompanying it, and little to no guidance on what to do next.
You both have different definitions of "quest" that are driving your arguments, and that's ok.
I am not saying they are not quests.
They are just not traditional RPG style ones that people are familiar with.
I could reference older games too.
And yes, hilder experimented and got a bit closer.
- Quest log: Not a requirement for a task to be a quest. Quests have been in games for longer than this UI QoL improvement
- Markers: You are showing your age. Markers are a modern gaming thing, much younger than the concept of quests in games.
- No experience: There is literally no requirement of experience gain. Morrowind has loads of quests, as do Skyrim. Not one of them gives experience points. Still quests.
- Quest Trackers: A modern concept. Quests in games predates this modern QoL feature
- Counters: A modern QoL feature. Quests in games predates this modern QoL feature. We used to have to make notes on paper back in the days.
You're point for point wrong.
I am not saying it's not quests though. Ffs...
Just not RPG "style"
So what? Why are you arguing with me then?
That's literally what I was saying. And you are construing it to mean I am saying they are not at all quests.
My point stands and is correct, just as much as your point stands and is also correct hahaha.
You said it didn't have "RPG style quests". But it does.
Because RPG games do have "kill this boss", "bring me x", and "collect x of these" quests.
The rest of the things you mentioned are optional, and relates more to whether you are playing a MMORPG or not.
Many non-mmorpgs also have these additions... this bloat that further sets quests in RPG games apart and provides additional structure.
And older RPG games at that.
I remember many of those additions being present in Final Fantasy 3 and 4
For an example of games I have played through entirely.
Which is all I meant by my comment.
Valheim has this distinct lack of the usual features people have come to expect of that style of games.
And I like it that way 
On the side of less quest elements. More free form exploration.
I am not fond of the addition of hilder.
Thus 👎 from me for the suggestion of a quest given from the lore stone.
Swamp quest stone:
"Walk twelve steps north of this stone, then six steps west.
Haha, you stepped on Abomination dung. You should have read to the end of the rune."
RPGs present these quests with a narrative hook and non-linear rewards. Mario isn't an RPG because it has "collect X coins" and "kill Bowser"
What do you think you said?
Also, Super Mario RPG is an RPG.
Most Mario games are platformers, yes I agree.
But, so what? The overall 'quest' of the game usually is the go from A to B to clear a stage to make level progress towards the last stage where you save the princess. Usually with a 'boss' event at the end of each area.
Then Super Mario 64, and subsequent of the same type, had you select level quests for each area which changed that level slightly so you would complete a task.
Valheim is all the better for borrowing elements from other genres, even if perceptions differ.
All this because people can't agree that in game terms "quest" is just "task". 😂
Drynwyn already offers a quest from a runestone, ultimately I wouldn't mind it, but I personally would prefer more interactive assignment for things like this. Merchants really can make Valheim feel alive and as if there is some sort life to live for the people who are in Valheim.
I like the merchants and the hildr quest that give unlockable stuff is pretty good as a side task when your not in a rush to murder all the bosses
We need a task to find quests 😉
Careful! Before you know it, someone sends you on a quest to find tasks!
It's the circle of life 🦁
Although stealing from them actually wasn't such a terrible challenge as I expected lol
Depends on where the crate is, how occupied the fort is, and what sorts of dvergr are present
It was right on top of the little tower
I was tightly surrounded by a variety of them
I decided to say fk it and spin with my Atgeir
Think I got some of them but soon enough I had to get the thing and make a run for it
Was rather fun
Considering how tanky bears are, maybe just one bear at a time spawns.
I really like the idea that not EVERY sentient, or semi sentient, creature that found its way to Valheim is a mindless killing machine.
I know we're in the bad times, what with the forsaken returning, but yea... just let me find ONE cave of cultists that aren't IMMEDIATELY trying to kill me.
Wait, that was a bad example. Abort! I meant to say...
Which one won't lead to r34?
Oh not existing is how you avoid that.
which boss would be top on the r34 postings? 🤔
I hesitate to even guess.
I am sure there is an artist that can anime girl every boss in the game
Yes, even Yagulth.
They did it for cataclysm, so i agree
Moder, almost definitely
What can I say? People love their dragons!
May not be a boss but
❤️
I’ve seen enough hentai to know where this is going…
Id watch that
@oblique gyro you already get adrenaline for staggering an enemy, and when sneak attacking or hitting a staggered enemy you do a lot more damage which adds up to a lot of stagger which counts as a stagger for adrenaline purposes (even if the first stagger isn't done yet), so you do earn quite a bit of adrenaline from hitting staggered enemies
I wouldn't mind sneak attacks giving a little extra tho
Yeah, I think certain attacks and combos could be adjusted. I maybe out of the loop a bit, I’m still playing what I believe is the first CTA patch
Adrenaline could use some tweaks for sure.
I think the overall mechanics are fine tho, I think it's just that some weapons build it way faster than others without any real logic/balance behind it. And some trinkets are kinda doo doo while others are broken
Honestly overall the trinkets are pretty good. Just a couple outliers
Which one do you think is broken?
Jormundling. Too much chaining of eitr recovery, especially when combined with Fader power which we'll see more of in Deep North prob.
I suppose that could be classified as a magic adrenaline gain rate issue or a jormundling specific issue. The alternative (earrings) feel kinda weak though and I would like to see them improved
Ah ok, makes sense
Heart of forest also seems very weak to me, 25% hp regen just isn't noticeable/helpful. But that one is more excuseable since it's likely the first one you unlock
Yeah, on the other hand, the bronze pendant is quite good.
#suggestions message This would be adorable, but Valheim uses Minecraft logic. There is no mama or papa. Only <insert animal name>
I don't see a major complication in adding that logic though
I dunno if pathing would be problematic. Seems simple but maybe it's not
the pathing would be like tamed wolves or summoned skeletons following the player
The pathing wouldn’t be complicated, all it has to do is use the parent as a goal instead of randomly selected points in the nearby area
yes
it would add strain on the system as a whole
i THINK--don't quote me, just a notion I cannot source--the BABIES do follow a parent don't they?
until maturity
so say atm you can max have 10 animals before the system kicks in to prevent furture creatures from spawning to 9. or 8
and for those who abuse the "spawner boxes" they would have even worse performance
OMG i can just imagine a tower world war z style of tames trying to climb up to the boxes
@violet island blast furnace burns hotter than regular because metals are workable at different temps. Putting bronze in the blast furnace would just outright melt it, which is why they are separate buildings.
To add to that I think its cool we continue to have uses for old crafting stations into the late game, it would be a shame for it to just be upgraded and ignored for the 2nd half of the game
agreed
most mothers at about 1 year of age, will activly run away from their offspring
I know mine did...
Playing the game for the first time, I intuitively understood that the forge wouldn't replace the workbench and so on, but I was still negatively surprised that the blastfurnace didn't replace the smelter. Until resource multiplier in worldmodifiers, I ended up reusing the resources and breaking my smelter whenever I needed blasting. It just insentivises unfun gameplay for little benefit.
My only wish for Smelter/Blast Furnace is the ability to control the placement of the inputs.
understandable
As far as the Blast Furnace goes, I think it should stay the same, but I would love a late-game (Ashlands or Deep North) Refinery that smelts all metals, and at double the speed.
Edit: And for anyone saying this is unrealistic, I say it can be made with Refined Eitr. So there. Literally magic.
You aren't incentivized to play that way at all, by the time you get past the mountain stage you should already have plenty of cores to go around to build both kinds of smelters without having to break them down each time. Just a typical case of someone creating their own personal problems and making things more difficult and less fun for themselves then blaming it on the game.
#suggestions message
I understand your point, but unfortunately that would remove the entire purpose of having melting temperature requirements.
If you take tin, which melts at about 230°C , copper, which melts at about 1,080°C, iron at about 1,540°C, and silver at about 960°C, the differences are significant.
I’m not entirely sure what kind of metal Black Metal is meant to represent, but it clearly requires a considerably higher temperature than iron to melt. And if we reverse the calculation, tin would most likely oxidize and become reactive long before reaching those temperatures.
A blast furnace reaches temperatures well above what is required to melt iron. Silver would also most likely evaporate to a significant extent at 1500°C and above as well.
Headcanon: Flametal is tungsten (or some kind of tungsten alloy). 🙂
That sounds greate, though it is metal with the highest melting temp, is there a room for anything in the North then?
Maybe gold? We dont have gold in the game still
I also suspect, new work station will be for cutting crystals
That argument makes no sense to me, since the higher temperatures (>1000°C) are already well beyond the point tin should be exposed to. So it's clearly not tied to real world material properties
Yeah, I don't think it's tied to that personally, it would result in lackluster builds surrounding the original smelter, or effectively nullify time spent taken to build nice smelter areas should they be outclassed in that way. Having utility for each and every thing allows for bases to keep their functions throughout the entire game.
Black metal smelter being able melt tin, copper and iron seemed logical progression for me, but your argument bout keeping „old tech” relevant sounds also appealing
You could achieve this by giving smelters an upgrade similar to what workbenches get, without altering relevancy or reorienting focus with progression.
But new model looks so cool
Absolutely, it doesn't take away from the Blast Furnace, it still has relevancy as well.
You also don't normally just shove in a heap of coal and wait for perfect bars of refined ore to pop out; there's more effort and temperature control involved in metal refining. So just because the regular forge is capable of smelting iron, doesn't mean it can't be set up (in-character) to burn at a lower temperature if smelting tin.
The blast furnace is just a beefier construction and fueled by dragon tears for that extra intensity
Point is, we have no knowledge about Black Metal and what temperature is required for melting, but we do know it needs a whole new machinery to do so, and the fact that you also can melt 10 and not 20 at a time, explains higher temperature. But just a guess, there. Not saying theyre using real-life temperatures but as it is harder than Iron, it would demand even higher temperature, logically.
Tin, as mentioned has same reaction at 1500° as it does on 2000°, so if Iron Gate would do this properly, tin should be melted in a kettle or cast iron crucible. Haldor could sell those lol
@sashca111 @inner urchin you are sick bastard to wish for that, but the worse thing is I kinda like it
Although I crrated quite tough base to withstand Ashlands, Im not certain it would survive such event without a scratch
Got this from a previous idea while ago when ashlands got released (without voltures). I took that inspiration from the music composer and how destructive the valkyries can get from the ashlands.
Though it might also create funny moments if players are left unprepared. Though it's end of the game and there are worse events (gjalls, bat).
Although, maybe I wouod restrict it to plains/mist/ash - such big flying creatures in woody forests and swamps might stuck between trees
gjalls are NOT worse than valks lol
Gjalls have events? They were just rushing on my base from to time, but it was normal spawn nearby
One event which can only trigger in Mistlands and gets disabled after Queen is defeated.
Usually those events happen after death, not opposite
I like the idea but they will not put it in the game
Lost me at "cannot be disabled." Because some people play with raid disabled for a reason.
Oh I didn't even notice that.. was that added retroactively? 🤔
i assume they meant "cannot be disabled" in the sense of one of the many raids that gets added to the pool and never after removed--NOT that it would uniquely be something that world modifiers couldn't turn off/make less frequent the way they do every raid
#suggestions message
could be another use for ectoplasm 🤔
No usually they happen before death. Eikthyr sends boars and necks to kill you. Once you kill eikthyr, he doesn't anymore. But then Elder sends greydwarves after you. After you kill him, he doesn't.
Bonemass is kind of an outlier because he spawns a ton of events most of which can't be disabled by boss death
This is why it’s important to kill Eikthyr as soon as possible he’s putting so many necks in danger
this is why it's important to kill eikthyr as the very last boss
maybe you’re right, this way the necks aren’t losing their jobs

#suggestions message I’m a goat lover, but I don’t know about the saddlebag and mount portion 🤔
Was about to say as well 😂 All for goats, but not neccessarily all the extra fluff of the suggestion.
Feel like it’s been awhile since the last goat suggestion!
🐐
#suggestion-discussion message
Fun reminder that the goat won this tiny poll 
I just think it would be fun watching them climb around those super-steep mountainsides
People are suggesting Jsmars to be added into the game? 🤔
Jsmars? 🤔
The dev, yes. I saw some talk above about the goat.
I don't know if adding too many "farm" animals would be practical, since we already have boars and chickens... That said, having milk would be good 👀 🥛
As a tea lover, I wish we could make "tea" out of some plants in Valheim. 🌱 😂 But I understand this might just be too much. I'm fine with just the mead.
haha
Id vote with 10 yes'es on sheep tho, as Vikings indeed had a lot of those.
er'ry day I'm wistlen.
A (early)Meadows / close to spawn- merchant who sold sheep, would be nice (TO ME!) 😅
so the players will stop fighting and play farmville instead?
Can we have Lox milk instead, then? 🙏
From tamed Loxes
tea with a "dash" of lox milk?
You got me UwU
I saw that Vikings actually consumed many dairy products, made with milk and milk fat to have essential fats to survive the long winters.
Maybe... some warm milk-based foods for Deep North? wink wink 👀
With tamed boars, wolfs, loxes, chickens and asksvin, we kinda already do. The majority of Vikings were farmers anyway, and it wouldn't affect gameplay with less fighting as its implemented in the game already.
we have a specific lactose gene up here in the scandinavia which lets us drink milk up in the adult ages aswell
@gray canopy ^
read and be Jealous
Doesnt most of the Europe have it?
no
polish people don't have it for example
and they live very close to scandinavia
Im from Poland and I still drink milk, no intolerance
but I cant drink as much as in youth without any repercautions, so maybe thats what you are talking about? ;p
yeah
it's like the middle ground
Discover how a single mutation—lactase persistence—reshaped European history, survival, and cuisine. The Yamnaya migrations, the dairy revolution, and why Northern Europeans can digest milk while much of the world cannot. Packed with science, archaeology, and genetics, we explain lactose intolerance, LCT gene changes, and archaeological evid...
I can easily drink 1 litre++ of milk per day
my polish friends living here can bairly have more than 1-2 cups of tea with milk before they go all gas belly
I can drink 1l too, but maybe not every day
try it 😉
If I have milk in the fridge, I dobt use it on coffee or anything, so I just drink whole thing from the glass - again, maybe Im in the middle, Im not sure I could do it every day ;p
Maybe thats why we dont have milk in Valheim - it would be endless offtopic ;p
Im still your neighbor, Mr! 🤭 🫶 
my island has multiple nations as neighbours 😅
Meanwhile I had to almost stop drinking milk, eating some cheeses and eating ice cream when I became 30yo =" )May I borrow that gene?
I can eat yogurt tho 🙏 fermented foods ftw.
Funny enough I didn't leave a reaction, but would have picked bears 
please borrow as much as you want to
I think I kinda developed this intolerance in Japan tho 😅 I have been living here for a few years and they only have fresh/raw milk, no pasteurized milk, which is what I used to drink in Europe.
The milk here tastes great so I used to drink a lot, but it is much heavier for my stomach, so slowly I developed some intolerance, I think. Might not just be because of my age... I think it's because of both 🤷♀️
I miss cereal with milk. =" )I drink vegetable milks, but they don't taste so good with cereal.
some countries will add alot of things to milk to make it better for you to drink
Yeah... that too.
Some brands in Japan add extra fat/cream to the milk. It is already heavier because it's raw milk, and they add even more. 😅
Please come back to me, milk-drinking genetics 🙏
I’m a fan of 1% milk
Also Poland may not have a belly for milk but they sure do have a lot of carbonated water
I can’t take more than a sip of that without feeling sick (but thats just a taste thing)
My ancestors are from basically everywhere in Europe, and I can still drink a lot of milk. I probably have close to a liter of milk almost every day. 😄
Or quart for my fellow Americans.
This entire conversation made my stomach rebel
@sage crest I won't tell you how dvergrs sneak into valheim, but it's not by boat 😉
Oh I see…
Inside the giants like tapeworms 🤣
They didn’t sail off the edge of their home world and land in Valheim?
They might've jumped from that Yggdrasill branch, using feather capes for a soft landing......
nop
😮
#suggestions message @marsh radish this exists
I hate to sound rude but is the most recent suggestion a joke? It does exist...
Exactly my comment
Falls under the "let me make suggestions for a game I don't actually play" category.
Hmm yeah, a scythe would be cool! Would be good for mass harvesting, could even be a farming skill that increases the range of the scythe. And maybe the higher your skill, you could have a chance to harvest more crops?
wouldn't a bonus every x crops be better? 
I've said it before, and I'll say it again: I think the suggestions should have an emoji that means "this is already in the game or announced by the devs."
You folks' emoji reactions right there were genius. 😆
Also, I would suggest the bear emoji, since that was a popular request that has been added.
a silver scythe with a handle you buy from a trader would be cool 🤔
@marsh radish a good idea is to either look at the wiki, play the game and explore things or just search the #suggestions #suggestion-discussion channels for things before posting. A scythe has been in the game for a long time now
??? I googled it and it said there was no scythe in the game dang
That's crazy lol thanks!
the wiki lacks tho when it unlocks and where you get it
becuse it's not instantly available 😄
I haven't played past mountains yet so I guess I haven't seen it yet
Will do thanks again!
btw. you know you can just hold down E button and swipe the crosshair over crops, and they will all pop, right?
They fall from the sky?
Love the hair
Guys, maybe I'm just crazy, but I think I know how they got into Valheim.
By using Object.Instantiate() or similar spells of wizardry...
#suggestions message how would this make hitting enemies with sword secondary any easier? That attack has zero turnspeed.
@quartz geyser for console or PC? 🤔
Why wouldn’t it be both?
it would probably be on both, but kinda OP in my opinion for PC players
Once you’ve initiated the attack your turn speed gets very slow doesnt it?
every attack can have a unique movespeed and turnspeed multiplier applied, sword secondary has 0% turnspeed
unless the target lock is predicting where to aim from the enemies movement and your own it wouldn't really help much
Target lock really has no place in a mouse and keyboard environment. That sort of thing generally only exists as a handicap on control schemes that would otherwise struggle without it.
Would also make the fire staff a lot more powerful 🤔
which obviously it doesn’t need haha
@mellow wolf With all the suggestions you submit to make Valheim more realistic, I think you should just do more of these things in real life. I'm not even joking: you seem to have a mind for building.
I don't think these things fit well in Valheim, but maybe you could put them to use for yourself.
Well dang!
I got a suggestion, put the 💡 in front of it and Odin 'still' removes it because it didn't have the bulb.
I guess Odin is using the wrong eye again to read through the messages.
What you say is totally nonsensical. Valheim has already a few "realism" mechanics. And you have no problem with it?
It's not Minecraft where you can build a castle on top of a 1km long straw.
Vintage Story is a pretty realistic game and even Valheim has a few building mechanics that are more realistic than VS
Might be because you wrote :Bulb: with capital B.
Ah yeah.
We're living in the age where capitals aren't used as often as when I learned writing.
So I guess that might've been it.
When the devs and the players agree that your suggestion doesn't even fit Valheim, they are probably correct. If you don't want to take the compliment, perhaps look into modding instead.
I can send the text you wrote for you if you'd like.
It's ok.
I got the DM from Odin, so I copied it from that.
Thanks for the offer.
So you say that building stability and smoke ventilation mechanics fit into Valheim, but not when it comes to building a proper roof to repel water or laying stones properly on top of each other for more stability and not just the looks?
I expect checking builds for how bricks are placed in relation to each other would be difficult to implement and likely cost more power than it's worth.
The devs could just build upon the build realism ideas for the future Valheim (sequel, remake, DLC, whatever) - not necessarily the current Valheim as we know it
Frankly I am tired of chatting. I'll let this picture speak for itself. All I can say is - it's not rocket science to make the game calculate that too many vertical seams stacked on top of each other equals bad stability. #screenshots message
If you build like an idiot, the structure looks ugly, but the game does not punish you for it. The idiotic structure is just as strong as a proper structure.
Might as well just keep playing and building in Minecraft
And the same with the roofs. What's the point of building a roof in the game if you don't have to? If you can just build a box and live inside it.
The part of the charm of a game like this is that you have to think how to place everything properly. To make it functional. You use both logic and your creativity at the same time. And if your structure is stable and functional in the game and it looks awesome, then you've won - you found the balance
Yes, because those foster creativity without making building a chore. If you add multiple other requirements to building, it will be much less interesting and enjoyable.
Building is a chore to you? Then you are playing a wrong game.
Congratulations, you've discovered real life. Go build something.
I think you just like complaining for the sake of it
This will be my final comment.
Building is not a chore, but if several more things to check with every build piece gets added, then building will be a chore.
Take it from a guy who has made multiple suggestions with a 95+% upvote to downvote ratio (and has even thought of some stuff they could add that was later added to the game): your ideas don't fit Valheim too well. Please accept that and move on.
If a significant part of Valheim wasn't about building then the devs would not present "the build of the month" made by players
I don't care about your upvote-downvote ratio. This is not an ego competition. I (like many others) am just presenting random ideas that come to my mind. It's not forbidden, as far as I know, and I am not breaking any rules.
The devs can take some of those ideas or leave it. Some day, especially if they will want to make a sequel of some kind, they will have to reinvent this game in some way, that is more engaging. Meaning new mechanics.
So, what could these ideas hurt?
All I'm gonna say about this above discussion is this:
It's a game, so cool down a bit.
Some people like realistic building and the game is offering something that's quite close to that.
Some people like simplistic building and the game is offering something close to that as well.
I've seen countless posts about how the game's engine is making some realistic building too hard to do.
Adding the system as it's proposed in the suggestion would only increase the amount of complaints when it comes to that.
IMHO the devs did a great job into finding a balance between "realistic" and "simplistic" building.
The result may not always be what some people want, but when out of the 14M players of this game only a few hundred complain about either ability, I think they did a damn fine job.
That is fair of you to say. But he could have just disliked my suggestion and moved on instead of the condescending: "go build irl" or "your ideas don't fit inside the game like my 95% upvoted ideas do"
One question pertaining to you new suggestion, Thorin. Does anything else in the game require 5 materials to build or craft? Implemented as-written, would the T2 and T3 tents not require a UI update?
I take it I'm forgetting some late-game items, aren't I?
As far as I know it, no.
The idea behind it is that it would give players a better option to stay outside when they're travelling / exploring, instead of dropping a pocket portal and teleporting home to sleep and getting the maximum rested bonus.
Right now we basically got 3 options, all valid in playing.
- repair an old building, plop a bed and campfire and use that to rest;
- drop a pocket portal, teleport home, sleep there;
- do nothing, but keep travelling on at night, or drop a campfire and sit down until dawn.
I hope that my suggestion will give us a 4th option.
As for UI upgrades, in which way?
It could be added under the building menu of the hammer and you only need to have the items in your inventory. (which, I admit, would be much more of a problem. But the solution to that is something I won't discuss, as it would also open up discussions about similar suggestions).
From what I remember, the UI that displays what materials something costs to build or craft only has 4 slots to display items. If something costs 5 different items, there would need to be a 5th slot.
Spice rack requires 5 unique materials by the way 
I see.
Well, in that case I assume the "safest" option is to remove the wood (I had in mind it was used for the tent pins) and add 1-2 core wood to the stack.
It seems I was wrong, Thorin. Disregard my concern.
Would the tents allow you to sleep through the night like a bed would?
NP.
This is a discussion forum after all and asking questions like that keep the discussion and the suggestions sharp.
Yup, that's the intention. But it won't serve as a spawn point to prevent players to plop down tents everywhere.
#suggestions message @oblique gyro would this be for placing barrels on their sides?
Yeah, and stacking them like 1 laying on top of two others
So they’d be like… modular. You could use multiples to stack more barrels
I was thinking for both because I'm a PC player
I had a similar idea 
#suggestions message
Which proofs that GMTA is still a thing. 😉
I like that the building system in Valheim makes us experiment and kinda "progress" as we try new things. It is not an obvious type of building, and this is exactly why there's so much room for personal improvement and creativity.
Grand-Ma Theft Auto? 😏
Wait, did someone really just use their average upvotes per suggestion as a flex???
No, I did not. That's not a flex. What I did say is that the suggestions that I make fit well with the game, and that vote results reflect that. I wasn't intending to brag or condescend to anybody, and I apologize for coming across that way.
Also, I don't want Aleque to stop submitting ideas. He/she has just as much a right to post suggestions as anyone else, and some of them are good and fitting to the game.
what?
Also, it needs to be said, it's fucking funny to make a big build, and then watch it crumble like dominoes when it is time to move base.
There's something very satisfying about a quick demolition job.
About #suggestions message how to deal with all the offspring you don't want?
You can't kill them, so you need to wait for them to become adults, which then needs to be killed to cull the herd.
But since you need to feed them to make sure they won't go feral, they will produce off spring, which you can't kill, but have to wait until they're adults and there's the unbreakable loop........
I read it as a gradual process. The offspring reach adulthood and remain tame, but if not fed they start going feral over time (perhaps rl days). This kind of mirrors real life where the young livestock are more commonly slaughtered. I like the idea but I’m not sure I would enjoy it.
And if I came home from some extended overseas journey to a pack of wild wolves in my house…I would not be a happy camper! 😅
Bit confused on why vile claws should not break ygg saplings 🤔 all other blackmetal weapons can
not many weapons breaks wood other than a axe
Thats only an issue without adjusting the mental states. If this should ever be possible, one could and would implement several mental states "Wild and hungry" (wild ones) , "hangry" (tamed ones about to bite the shit outta you", "hungry"(tamed ones) , "Happy" (tamed just fed) and "very happy" (ready to breed). Just an quick example.
In other words: there have to be mental states added first, before your suggestion actually can be implemented?
or reverese tameing
"if player does not give headpat to said animal within X time, animal becomes less tamed"
Can the porcupine break Ygg saplings? I’m sure the sword and atgeir can, right?
it can
vile claws cant
Or at the same time, more logic in that
Which means it'll become a "forced upon" game mechanic.
As if would force players to pet their animals after "X"-time if they don't want to be attacked the moment they arrive home.
Or feed them, if the player doesn't want to become the pet's food.
And when you're out of food for whatever reason and the pets do become feral, the player may end up in a death loop where (s)he isn't able to leave their main building because they're under a constant attack and their portal is located in another building.
Something I'm not fond of having to happen.
knife does, battleaxe does
Literally the only blackmetal tier weapon that cannot chop ygg saplings (not the big trees) is the vile claws
this is true for big trees but not saplings
I dont see the problem. Its a "forced upon mechanic" allthrough the game to survive, and tbh to keep a few tames happy would be fairly easy.
That's the whole problem. The fact it's forced upon players.
I - and most likely lots of others - don't like that.
I'd like to play the game in my way, not in the way someone else thinks it's fun.
The moment something is forced upon me, I'm also forced to make a choice: "Should I tame animals and deal with a system I don't like" or shouldn't I tame animals and instead rely upon hunting.
I prefer to tame animals to bring some life into my main base.
If I'm forced to feed them once in a while to avoid them attacking me, that enjoyment is removed from me.
don't force players to something that they simply won't want to do is pretty normal thinking
I would certainly rather encouragement in other ways, not adding a risk to taming. Why not offer something to the player as an incentive? Feeding 10 tames results in some sort of buff for example.
Taming animals isn't forced mechanic either tho.
Playing the game ain't forced but we wanna do that anyways and have fun what is your point.
Just mentioning.
One thing to make note of though: how would this affect servers? Do you need to be constantly logging in to prevent your animals from becoming feral?
yup
and would be highly annoying
How about some kind of happiness meter based on how well they're feed and petted recently. 
@vagrant sorrel the game will not add mounted combat due to how impossible it would be to balance the game
#suggestions message Seems like too much engagement with tames for no payoff 🤔
If anything, would rather see a perk/bonus to taking care of your tames than a penalty for ‘neglecting’ them.
I'd rather just see tames overall getting more interesting / useful. Currently I'd say they're mostly useful if you play unintended and just make an army of them to overcome tough enemies.
Lox and Askvin can be ridden, which although underutilized, I think it's pretty neat. Some chicken drops also exclusively require taming which gives an incentive to breed them.
But boars and wolves feel lackluster to me. Could be interesting if taming them allowed you to acquire special drops of some sort?
Idk I rarely tame anything so maybe not the best to speak on the subject, but I feel it would be cool if I had an incentive to tame animals
until wolves fight for you, or lox and askvin can be moved out of the biomes they are found in (without mods) tames are useless other then boar for food.
or even allowing them to pull a larger cart.
don't think I have used tames in all my playtime and honestly never needed to
I think tames are in a decent spot at the moment. I very much wish chickens had more recipes associated with them though.
Wolves can be a neat little defense for your base or a little battle buddy/squad.
Having a 2-star boar ranch is really useful for leather scraps, which can really come in handy for buildings (banners, tanning rack upgrade, etc)
I never tame lox, they’re just too clunky for me. Asksvin are pretty neat.
Lox are quite destructive.
Not sure what you had for supper today, but this is just a suggestion. Could be a "hardcore" setting for all I care. I just suggest that part of the game demanded more effort.
i think taming is not useful for enough already
That, I agree to.
Just FYI: this is a discussion forum.
Which means people can express what they think about the suggestions, no matter if you like that or not.
If you don't like other people's opinions about your suggestions, then don't post the suggestions in the first place.
Otherwise, accept others may not like what you "want". Especially because what "you want" is not something others may "want".
A good suggestion is something that the majority of the players may like. If that doesn't happen, it's not a personal attack on you, it's simply that the majority of players don't think the suggested thing belongs in the game.
But eventually it's not the players who decide what's in the game, but the devs. And if they like the idea they may add it, but they will take into considertation what the majority of players think of it. No use to put something in the game that most people don't like. Unless you want to end up with lots of negative comments.
This being a discussion forum also gives me the opportunity to express my thoughts about it.
I'm ok with that you don't like my thoughts about it, but that's absolutely not a reason to put a partial insult in your reply.
The only thing I can say about that is this: If you want to discuss things with adults, behave like an adult.
Otherwise do what all small children are taught to do when they're among adults, which is keeping your mouth shut and listen to what they say, so you can learn something about it.
Interesting
people seem to forget people are allowed to NOT like something.
I think the devs want to add more content to the game that won't require more tedium and annoyance for the player, especially for things that are already implemented.
The game updates. Suddenly it requires doing something regularly to maintain a feature that never used to require ongoing action/attention. I bet that the majority of players would find this annoying.
If a new feature is added that requires too much tedium or ongoing action, many players will ignore it (I've seen people with this attitude towards trinkets).
TL;DR - If new content adds more work than the average player deems worth it, the devs probably won't put it in.
My point was, as you're proving it now: you are taking this way too seriously. Its a suggestion, a need/want/wish. It would never happen, but it would be a fun option. Nothing else. I have no problem with you hating it and stating it, but i still think you're taking it a tidy bit too seriously.
@gray canopy How would you feel if instead of your tames going feral, giving them good food/petting them every so often increases their health, which in turn increases their yield upon butchering/harvesting? Or potentially giving them a chance to produce a higher tier offspring (like a 1 or 2 star).
This way, the player is rewarded for being a good rancher, instead of being directly punished for being a bad one 🤔
Healthier tames could do more damage and higher HP or something.
Dogg coming in hot with something I would upvote instantly 
Use your wolves for protection? Buff them by feeding them. 
Would be atmospheric to cook up some food for you and your companion by the fire.
Absolutely! Anything that makes this part of the game better.
Them going feral was just a thought i got while feeding my own tames, we know they grt "hungry", but thats all. Try refuse me food and ill go Hangry shortly
Just wanted to try and tack some thoughts into your suggestion to help try and refine it a little 
We need a better light source. Outside fires, the only things that give off decent light are the Sconce and Brazier. With the Deep North how about a new version of the Dverge Lantern using Silver, crystal and Surling cores? Just need something that doesn't smoke or need constant fuel and a decent light radius for some areas..
you got upset over someone dislike your suggestion in the first place, you have no room to say anyone is taking something "too seriously"
time to take a break people
You got a Kit-Kat to share? 😉
Yay! Crispy chocolate-waffel munchies!
Dark Chocolate KitKat though 🥵
Where did I get upset? Did I get upset or did someone else get upset -because- of my suggestion? Thats not the same
This is just my 3rd party speculation- but maybe the part where you asked “what’s in your supper” maybe? 🤔
I think it’s more a misunderstanding type thing than someone-is-upset thing, if that makes sense.
@crimson ermine it's not a random timer. it's the game testing to see which build pieces is supported and/or not
the longer it takes, the more complex the building is
ok i was doing a build and it definitely was random. sometimes it fell instantly, sometimes it took like 0.5 seconds and i could place another block on it and support it
i know its tied to the amount of support, but at least when i was trying to place an unsupported stone floor, i had to place blocks 20-30 times to get a good timing to allow me to place another
It's still not random, it's making checks, and not all at once.
only times it's longer, is when you just load in a area (teleporting in, or logging in on your server)
ok well then i dont know why it was random, maybe it was server lag? idk
the amout of build pieces it has to check
and your processor and the amount of RAM your computer have
well it would take different amounts of time even when placed in the exact same spot
im guessing it was user error but id like an explaination if this isnt how its supposed to work
#suggestions message @crisp fractal
#suggestions message support the cause 🌱 ❤️
It is how it's supposed to work.
so its supposed to be random? i thought it was just said its not when my expeerience is it was random
It's not random, it's making checks, and not all at once.
ok then why would it have a different amount of time when placed in the exact same spot?
It can seem a bit random, but it's not coded to be random.
It's coded to be: If a build piece doesn't have enough support, it breaks. But to save on performance, the game doesn't check 1000 times every second if a piece has support, because that would tank performance.
Instead, it just checks once in a while if the structure has support. If it's a big structure (or I think if your pc is running a little slow?), it will likely take longer
ok so it was "random" because my structure was big. thats really all i needed to know thanks
Basically
Not at all, but it doesn't really matter how you perceive it anyways.
What was the suggestion? 🤔
the suggestion was i dont know how building works and that i should go back to being homeless
nomad FTW
I like some of these recent suggestions. People are really getting creative 😃 nice work Valheim community. Even after years good ideas are still churning
That’s why I like keeping up with the suggestions- every so often there’s a really great idea 
Looks like someone forgot the 💡 👀
I always end up with way too many chains, even on 1x drops. 😛
If they were made craftable, I think it should be with a Black Forge.
@slate fossil right click the pins on the map
they disappear.
forever.
i think i'm quite finished convincing myself that suggestions are even accepted
i have 250 hours in this game and i found that out just now
thats life 🤗
to many "helpful messages" and people don't read them 🙁
its not easy balancing 🤗
Look at it this way: You suggested something that someone else considered useful too and therefore it's in the game,
So your suggestion may be a bit too late, but it certainly was a good one.
indeed
my suggestion was an apparent button - if i knew this already existed my suggestion would be:
make it more obvious that they can be right clicked on the right-side icons.
it would be a good idea, but it's already added 😄
🤗
a cleanup on alot of our UI would be lovly
i WHOLEheartedly agree
i appreciate you shedding light on the simple fact though. you have my thanks.
#suggestions messageanother suggestion that already exists. I’ve already spread the good word! 
I wish I could turn map pins off by default….and have the setting save on restart.
Moar friends.
That’s moar people to deal with though
It’s okay bro. I love you.
yes
sticky settings would be nice
TarLiquid is sticky setting.
I’d really like to see right click have more functionality while in your inventory. It equips and unequips items, but I feel like it could also grab half stacks, then while a stack is grabbed, left click could split off/set down 1 quantity of said stack…
what would it do for stackable equipment?
maybe if it was another button + right click to half
Yeah, shift click is easy enough?
The slider is cool, but the quantities we deal with on a lot of things are so small.
Also, don’t shoot me, but… they could also just give us inventory slots. Even if they make the inventory smaller, I don’t care, just for the sake of being neat and reserved about it.
shooting violently with all bullets
Just a heads up, you can (on pc) type a quantity when splitting stack to get a specific amount of something, it might be helpful if you don't like messing with the slider.
Yeah, I know, and I’m arguing that it’s more of a pain in the ass. (But not now)
Shift click is how you open the slider system
You can also just drag any chosen amount off the inventory window to drop it from there.
Lmao. I know this. What I’m saying is while you have a stack picked up, It would be super awesome if you could right click to drop 1 at a time.
But instead of right clicking any number of times you can just hit the number you want in the slider window.
I know how it works currently.
Right, but you're suggesting more button presses..
No, I’m saying let me drop 1 at a time instead of having to move my hands off the mouse or wasd if I only want 1 item.
Maybe it's just me but my hand doesn't leave wasd when I want to drop 1 item.
You have all your fingers?
I sure do but I only use my pinky and my ring finger to drop 1 item.
Shift click(pinky) -> 1(ring finger) -> click
I know the controls.
I'm not saying you don't, you asked me if I have all my fingers.
I already stated that I knew the controls previously. I know how to shift click and all that. I’m not saying that way should be removed.
I never said you were saying that.
Look
🙃
I don’t want to discuss this anymore.
don't worry about him brotha, omni is known for just aruging with people.
It’s all good. I give IRL arguing priority.
The above comes across as an argument to you? 
No need for the hate tbh, was just discussing the idea with them.
People are allowed to have negative options on you.
Absolutely, there's no reason to needlessly voice them, it's rule 1 of the server.
I made a point about you arguing, not breaking rule 1. Statements about having a negative option on someone without insulting them and such are normally fine, not to mention you have violated said rule but I guess it only applies when its getting YOU upset. Won't be speaking to you further.
Yeah, I wasn't arguing, I was trying to see if their reasoning expanded further to have a system deeper than what's available. Rule 1 does say don't hate on anyone, and you told someone to disregard me because I'm argumentative.
If I was inquiring on someone's idea, it's not an automatic argument because I'm not able to agree with their reasoning.
What was the suggestion?
#suggestion-discussion message
I’d really like to see right click have more functionality while in your inventory. It equips and unequips items, but I feel like it could also grab half stacks, then while a stack is grabbed, left click could split off/set down 1 quantity of said stack…
🤔 me personally I find it all to be functional but maybe there could be more accessibility/ qol
There are a couple of games that do it I think. I know 7 days to die does. It’s handy, lets you simply click a button your finger is already on rather than shift click, typing crap.
What has the kelpie idea to do with horses? I don't get how/why that would depend on horses being considered
I guess because kelpies are sometimes depicted as a type of water horse?
But yeah, despite looking similar they’re drastically different concepts.
I like the idea of right clicking an empty slot to turn on a "filtered auto-pickup" where you only auto-pickup items that are already in your inventory.
Though it is a fairly unintuitive way to turn it on. Ok, maybe instead "filtered auto-pickup" is one of the modes you cycle through when toggling autopickup.
I think the only thing I really want improved for the inventory thing is a qol of the spear
Throw spear --> pick up something that was in spears slot --> can't get spear back
Or for multiplayer, I'd like to have an option where it's "I can't pick up my friends spear because I'm tired of them yelling at me to drop it"
I like the concept of a pickup filter, but the more I think about it, the more complicated it becomes to actually make.
There's simple enough ways to accomplish these things in my opinion, where spears can leave a 0/0 version of themselves in an inventory, that can't be used but will hold the space.
Also, I believe crafted goods do have a player's tag on them, which could be used for spears to disable auto-pickup without that name.
It would instead need to be manually grabbed.
Issue with ghost spears is when a player is throwing the spear into the sea cause theyre done with it, and cant understand why nothing goes into the old active slot.
Well it would display as a spear, just with a 0 there.
Drag it out and it's gone. Not crazy ituitive, but simply implemented.
Easy to fix.
It's a held spot from auto-pickup.
As soon as you manually move something into that slot it stops being held.
👆 This is also a thought I had too. 
It could just trigger an auto-drop like it was dragged off the inventory, though the player would drop "nothing." 😅
Filtering out equipment would be simple enough, sure, but basically any other kind of item gets more difficult.
Yeah. Being able to "lock" slot just for when a spear could end up back in the slot
This mechanic could carry into arrows as well.
Sounds like a winner to me.
So the big thing with the kelpie ideal requiring horses to work is more of a Will they won’t they. If there are no horses in the game, then I would automatically know that the sound that I’m hearing from a distance is a kelpie, and I have no reason to fall for it.
But that highly depends on how they would implement it if it’s just going to attack on site anyway then sure it doesn’t depend on horses, but if you want players to engage with the mirage and potentially fall for it in any way, shape or form than horses would be the only real way to have them potentially fall for it
Edit: regardless of horses if they did option one at least if they use the mechanics and drops I recommend recommended for it. We could get a life vest.
a fired arrow is a spent arrow In my headcannon
a very long time ago. spears used to be "ammo" you threw. but they had a descent chance to break if you picked them up
Kinda depends on how the arrow was produced / what the arrow lands in 🤔
but for gameplay purposes yea shot = spent unless at the archery target 
Fair, I just have run into scenarios where I shot my last arrow without knowing, and filled my inventory, running into a moment where I want to craft more but need to make room.
the arrow tip breaks on hit and you don't want crooked arrows which does not fly straight not does any kind of damage on hit 🤔
I'm not saying picking the arrow up again, just reserving the slot for when you make more.
Which is easy enough on adventures.
Idk if we need reserved slot for making arrows as much as we need "system checks if consuming these resources will open a new slot to put a created item into, allowing people to craft when their inventory is full but they know they're consuming everything in one or more slots when they press the button."
Instead of "you're full, drop that 1 wood so you can craft and then pick that 1 wood up again even though you're making something out of wood..."
Oh I am not saying we need that, just that the mechanic for spears could be used in other places, which would make the efforts taken that much more worth it.
@oblique gyro A temporary diving board to get deeper in the water might help in your situation.
Yeah, I’ve already done that.. was just looking for weird tips maybe I hadn’t thought of.
Thanks though.
the ocean are scary because of it
What about raising ground with a hoe?
Oh man. I’d rather start a new seed than get the terrain all jacked up around my build. 😆
One other recommendation is to make a simple wooden platform jutting out from the land when you need to redesign or demolish something. Use the platform to catch materials that would sink, then demolish it after collecting everything. The wood will float, so you can just pick it up by swimming or using a boat.
Best of luck with your expansions and/or renovations! 🙂
Yeah the placing a wood floor as a crumb catcher is the best move I think. Shit. I just now got the dang thing where I can get the boat in the house. 😑
It's probably been said before but I feel like boss drops should have a little more to them, even if its just resources from that biome I feel it'd be a nice way to round off that section of the game.
What needs rounding off? They enable you to progress into the next biome with a task in hand.
It's bad practice to be fixated on slapping on uses to stuff just for the sake of it when there's really no need or reason for it. For instance what sort of thing is the game lacking that would call for adding more uses to items? And why would those uses ever be given to the boss items over normal crafting materials instead?
loot isnt always a reward, if its just mats you have to carry...
#suggestions message don't know so many downvotes on this, would be a wonderful idea plus if its done as a OPTIONAL gamemode then even better
it's a good idea but would need making pretty much a new game
should we spend 1000's of hours for a game mode we as developers don't want to have in our game?
yea, idea sounds cool, but I think it's way out of the scope of what Valheim is
like
This suggestion would fit much better into a game like V rising 
and like clans? valheim supports 10 players. so you would have either a 3v3v3 or 5v5
very boring for a PvP game mode in a extremly huge game
"we as developers" why have a suggestions channel at all
map would need to be way smaller and all the weapons would be to be balanced around pvp
Because even developers can overlook things?
Same why there are so many bug reports the moment a game is released. You simply can't test everything with a selected group with a selected amount of systems.
They don't have to add things that don't fit into their vision of the game.
plenty of suggestions have made it into the game
but yes ultimately they make the final decision
I wouldn't be interested in a pvp mode except as "sparring" with the wooden weapons and scoring per hit, but that's a lot of time for something I can just go play with the T.W.I.G. for.
Would rather a new ship or something
... that gave me a stupid idea, maybe I'll post it after I feed my cats
I want a fishing boat.
Something that when at the slowest speed, deploys nets to scoop up fish from the area
Hell I'd pitch a fishing overhaul instead of a unique bait for each and every friggin type of fish
Well, that's been suggested a few times already.
So you're not the only one who wants that.
Same goes for fishtraps, btw.
That’s why I said it here and not making a new suggestion post 
Fishing nets have been pitched a lot. I wouldn't mind maybe.
Even if they had a super low catch rate
Also been suggested. 😉
Transparent sails = a ship crafted of carapace & seeker wings 🤣
I bet I wouldn't be the only one
It'd be nice QoL, granted it also took them years to drum up the courage to make fighting on hills less awful.
Azdak, Floor hatch sounds cool, armor slots is a very recycled suggestion but I'm down for it other than the arrow quiver slots
Other suggestions don't fit Valheim / don't fit balance imo
- 6 slots max
- 🤷♂️
- Never happening
- Why? / Huh?
- ❌
- ❌
- 🤷♂️
- ❌
- Multiple things in 1 post = automatic downvote from most readers just fyi
Trap doors would be totally amazing...
Yeah could be pretty cool
Why are hatches never happening? Just curious
Smiffe said no?
Just wondering if he had any reasoning behind it
One does not question the Smiffe.
😏
-# aka I don't know, I did not ask, I just remember him saying no when someone else brought it up.
I guess there's always the option of the rotation mod with regular doors.
🤢
tosses Sev his Dramamine 💊
-# It's Melodramamine 😉
Boy you got that right! 
BRB
It was mentioned once that it would cause complications with enemy pathing.
Eternally waiting for achievements, a decent inventory with dedicated space for equippable items, an improvement to the number of slots when equipping a backpack, reasonable stack sizes as quality-of-life features, resin applied to wooden structures not degrading over time, we want to plant trees and a variety of bushes for landscaping our builds, and a multiplayer server with an option for individual progression — because I simply can’t play in a world with my friends when there’s always someone who plays more and ends up ruining the gameplay.
Is it too much to ask for this?! That’s what we need to have a viable and fun game, with a minimum level of quality of life.
I know inventory space gets brought up a lot, but I've never had a real issue with it. Stack sizes for meats when hunting and cooking might be a bit tedious to me though. The resin keeping wood from degrading sounds like a cool idea, I'd like to see something like that implemented
All you want is available in mods.
So why not use those?
Dedicated equipments slots and backpacks? I think that’s asking for a lot personally 🤔
Can’t think of any stack size changes I would like to see off the top of my head, maybe just some of the food items? IIRC queens jam is like 10, while alot of other food items are like 20 I think?
good news!
Achivements is comming in 1.0
How would the "option for individual progression" look like in your eyes? Just trying to wrap my head around it
I know they already have an option to make raids individualized so new players don't get ashlands raids on an advanced server, but I'm guessing you want more than that
If I were to guess, probably an option to disable boss-dependent night spawns🤔
But idk, I’ve played a handful of playthroughs with friends, and we simply respect the stage of progression and stick together type thing.
Yeah, I think Valheim is just built too differently to support playing with griefing randos or speedrunners
Though I am surprised that boss-dependent spawns isn't a part of the player-specific events option. Only spawning the appropriate mobs in areas loaded in by the players that have defeated those bosses
Maybe it has something to do with not being able to track what bosses players have defeated? For example, if you and I were playing together, I log off and you defeated Eikthyr and Elder, I log back on and progress without killing the bosses… then you and I have different experiences because you have to deal with night spawns and I don’t 🤔
Just spitballing! I don’t actually know LOL
The current toggle does essentially account for that, just with raids only. If I log off and don't kill Eikthyr, I'll still end up getting greydwarf raids if I grab Eikthyr power, touch an antler, touch bronze, (dunno if those are the exact triggers, but that's the idea), etc.
yes
Oh right! Yeah good point!
How about touching antler pickaxe?
possibly
since it will probably go back to the recepie for the pickaxe
(which is the antler)
#suggestions message LOL I was on to something apparently 
April not a fools!
@main stone dang, almost liked your idea until you suggested fey chest. I will never like a suggestion that says 'put item in chest then craft nearby items using that', sorry
But the wisp wood idea is amazing! Would love to see that, and would gladly use magically imbued wood to create a nice dock that doesn't need to be constantly repaired
Dark wood and a shield generator?
No worries lol. I just liked the thought of bringing more attention to wisps as a resource, and wanting to build simple docks without excess clutter. As for the fey Chest, I figured it would be received poorly but I still wanted to throw it out there just as an idea. Maybe someone will see it and think of a better use that would make more sense. I'm sure there's a lot of great ideas from others that can build in the suggestions, but people are probably nervous of getting the down vote lol,
oh of course shield generators but would be nice to have wood designed to be made into docks. Being imbued with dwarven magic sounds perfect for Norse mythology. It is said that magic and technology are often interchangeable in Norse mythology. Magic isn't some impossible property of an object, but more an intentionally designed mechanic to make materials behave a certain way and achieve an exact result. So magical wood to water proof docks just makes me think about the whole process of dwarven ingenuity and I quite like it
I’ve never tried it so I don’t know, would a shield generator protect from water that’s in the bubble? Like I know it protects against rain, but I have one corner of my Ashlands castle that takes damage because there’s lava inside the bubble with it and it gets splashed on occasion.
So it seems to me the same would be true about water inside the bubble, and a dock touching water inside would still get damaged
Oh that's what the dark wood is for 😛
Shield only protects from anything that falls from sky or projectiles shot against barrier
So anything on the ground is on you
Its not a giant protection bubble that you cast with magic
Its dvergr science!
Yep, Shield generators protect from rainfall is the point I was making, so you can have open wooden docks, while dark wood poles allow you to have wooden supports for your dock.
Boom, all wooden docks.
Although one thing not mentioned yet is how shield generators are a bit of a problem. Monsters can walk along the beach and attack your build and a shield generator would need protection.
Not including shield generators need to load every time they come into view. My main base has 6 generators and really slows down teleporting.
Lastly if Wisp Wood was included you would have a way to build a dock without needing shield generators. Wouldn't look anywhere near as tacky
That's somewhat irrelevant though, Wisp Wood doesn't prevent monsters from walking along a beach, that's still up to the player to logic out walling off.
Ihave 10 generstors that cover my whole base and nearby area, so Im rain-free (dont mistake with Renfri ;p)
That must be a pain to deal with. I'm rain free too but 10 is a lot😲
Pain with what? They hardly use any bones
10 is average for me as well. 😛
More painful for me is crossing that shield edge too often, so I prefer to have buffer space from it
Oh they use little to no bones. I mean teleport sound of 10 shields generating 1 by 1 lol
That would drive me crazy. 6 already drives me crazy
I actually havent notice it that much - they happen at the same time, so you hear sound of 3 max
I've never noticed that. 😛
To be honest, I like that sound - its like base switching on for my return ;D
For me I wish there was a way to turn it off. The sound I mean. I understand it's a loading thing, I don't program at all so I couldn't suggest a way to make them load faster, but if their sound could be turned off I'd appreciate that. I like the sound of the portal so I wouldn't mind just hearing that as the ambient sound, and nothing else
You can always teleport a bit away from shield place and aproach it by foot
I really can't complain about much in this game cause I'm not a programmer so I'd have to clue where to begin fixing a problem
Wouldn't be ideal for a main base setup though
Either way, shield generators are nice. I like them, wish they loaded faster through portals/were quieter but the main suggestion was Wisp Wood, which I really liked. Not sure what the devs are thinking in terms of development, but am excited to see what they do.
#suggestions message MY CABBAGES!! 😱
Fun historical note, in 15th-16th centuries in England, Cabbage was a popular game spanning the country. It was very similar to rugby and football, played with a cabbage. There was no standardized field size, and could even extend from city to city. It was eventually banned because there were no standardized rules either, and too many people wound up hurt or killed in the games.
I once met a guy whose tag was "Cabbage"
He had never seen ATLA
What’s a cabbage?
It’s like lettuce but worse 🤣
Indeed, like lettuce but worse.Imagine a ball made entirely of crunchy green leaves - that’s cabbage.
Ahh I see… so that leads to my next questions then.
What’s lettuce?
It's like cabbage but better. 
*But better
Everyone boo Smiffe
Lettuce is what you put on salad and cabbage is what you use for certain dishes.
Both are just eating wet leaves. I'll take neither, thanks.
Hey, a good coleslaw can make a break a good dinner.
Yeah a good caesar salad can be a meal all it's own, and cabbage... is doing it's best which is great. Well not "great" great, but it's fine is all.
Personally i would prefer that the new crops continue the trend of unique farming methods with each biome. Plains introduced processing structures for your crops as well as biome-locking your farm, mistlands required finding fertile flat land in a landscape where that's rare as well as larger spacing, ashland crops require walls to farm them on...
Im hoping for a crop where you need to farm an orchard.
Would really like to see some sort of orchard as well! Or maybe like giant pumpkins you have to harvest with an axe or something 
Like the one suggested by this clever and probably handsome individual.
You hold block to dodge when using keyboard as well, no?
I love this! Except the part where you get different apples based on the biomes- I think that feels a little too much for me 🤔
Personally, I’d like to see it produce fruit that you can collect, similar to beehive or sap extractor. But maybe the catch is that having more trees in a given area increases the maximum amount of fruit per tree or something?
Correct. As for the build menu taking priority over dodging, if something sneaks up on you while you're building, learn to pay more attention. Otherwise, no reason to have a hammer in hand and need to dodge at the same time.
@ashen cargo reason I rate Meadows as the worst biome.
I made this suggestion; #suggestions message I'm just curious why some people disagree with it.
I try to never touch KB&M... So i really wouldn't know the controls.
They could simply have dodge disabled if a tool is equipped. I just personally find shift function buttons regarding combat to be clunky, and therefore immersion breaking. Dodging should be a quick action on the fly. Having to hold block slows your pace, leaving time for enemies to close in as you attempt a dodge. It really just seems backward to me the way it is now. But as I've said, this is a preference, nothing more.
It's not like you need to hold the block button for a long time before you can dodge. I usually end up doing near-simultaneous button presses, so I don't personally have any trouble dodging whenever I need to. I wouldn't object to a dedicated dodge button, though I have no problem with the current controls. I use mouse and keyboard, by the way, so I have no idea how controls feel in any other format.
For me personally, I have no issue dodging by holding block, then pressing jump plus direction, and it makes intuitive sense to me. Block is the defensive button, dodging is a defensive action. Dodging seems like a good interpretation of what a jump input while blocking should mean.
When I'm trying to time a dodge for an attack I'm already in a defensive, not offensive mindset; I'm not trying to get a hit in, I'm holding block and waiting for an attack to come in. It also means that when I'm trying to time a dodge, if I press it too late I was still blocking at least.
As for the suggested remedy of holding b to open the build menu while tapping b plus move to dodge, I dislike it for several reasons. "Dodge" and "build" have no conceptual overlap, so they shouldn't be on the same button. Also I imagine all the frustrated sighs of people who try to pull out their hammer too quick and end up somersaulting off a roof in construction. And currently the time delay between a player choosing to dodge and the dodge happening is pressing down on the jump button, this change would make it pressing down and releasing the build button - slightly slower.
I follow you, except regarding the jump button. I don't see how that comes into play here. And this line right here is what made me want the change; "When I'm trying to time a dodge for an attack I'm already in a defensive, not offensive mindset; I'm not trying to get a hit in, I'm holding block and waiting for an attack to come in." This playstyle is what I want to break away from with my suggested change. With dodge being more of a singular reaction, as opposed to something you plan. I've played too many games with the block/counter mechanic being pretty much the only viable option. I prefer a more rouge like style. Especially considering mods like Dual Wield, where blocking really does not avail you. I wouldn't ever touch the block button on my current character, if I didn't have to.(Sorry for bringing mods into it :-/) I suppose I may have played too much Dark Souls, and most likely this comes from that familiarity.
Coming from a game where dodging is a much more required thing, that stance does make sense. Fortunately, Valheim doesn't have such intense combat and is much more forgiving with the timing of parries and dodges.
Doesn't have such intense combat!? Ever play alone? Raids will test you good! And I usually play alone... Not to mention trolls and bears. Sure you get good and better gear, but it gets rough sometimes.
I remember the first time I fought a troll. I ran into a tower near by thinking, I'll be alright in here. Then it smashed right through the walls! Scared the crap outta me. I failed to realize that things can be destroyed. (duh) I barely survived that encounter, running for my life lol. Anyway, that was the day I fell in love with Valheim.
There's a lot of cases where Valheim doesn't follow the norms of other games, but it is just an adjustment period in most cases. I could see a case being made for a more accessible dodge in the case of playing with accessibility complications though.
Pretty "easy" / low risk combat compared to some games for sure, so it depends what you're used to. I will say I find it very interesting how Valheim can be really difficult when you don't prepare well
Which is true for a lot of games, but in most I encounter "prepare well" tends to be more "slap on a meta build", which I don't think is the case here
For a new player who doesn't know what to expect, who doesn't have 4000 hours of dark souls dodge timing, it can be quite a difficult game
All true 😏 👍
@ashen cargo Seems abuse-able, and wouldn't even solve the problem you describe.
Why wouldn't it?
Drowning enemies wouldn't prevent them from spawning and running into the water. Pretty sure once something dies, that clears up space for a new one to spawn and just do it again. Plus, very few enemies before the mountains or plains would even be capable of drowning.
I would love this as a default instead of a mod, one button dodge
it would.
Adding to what Mavros said:
Dead enemies will spawn the resources, which would actually cause more lag in your game as well, as they're considered as "instances".
So while your solution may have the influence at what the player has to do, it would have a negative influence at the game's performance.
Some great answers above, you might consider using fire to ward off any Greylings/Greydwarves.
I think, I'll just let that greyling bathe then. So much fire would be too interfering in the landscape and annoying to keep up. There was a guy in the suggestions who suggested land enemies to be averse to swimming alltogether. That would be a great solution I think.
One thing you could do is setting up some of the stakes along the cost line, so the greylings would run to death.
But that would cause drops too, so make sure you do a "cleansing run" every once in a while to pick those things up.
A quick addendum to my 'just tap B to dodge' thing. I noticed when crouching, just tap B to dodge..? So if this is the way, why only when crouched. I mean the functionality is already built in. So why are they different? Apologies for the persistence with this... I feel maybe a best solution, is more custom configuration regarding control methods. Like built in key mapping for controllers. KB&M offers it, seems like a fairness thing to me regarding controls set up. I just really suck at KB&M, so controllers are it for me. And, I feel limited by 3 controller schemes, as opposed to available key mapping.
With keyboard and mouse you can also roll while crouched
I'm not sure why it's a feature, you still make sound doing it while crouched
And it's basically useless to dodge in crouch... 🤷
Unless you're doing the slope glitch to remain in crouch, I suppose.
I.E. To use dodge to ascend slopes that are to steep to walk up.
Ya'll should fix that exploit. Or was it intended?
#suggestion-discussion hi I’m new to the discord channel and I’ve been playing for a few months on and off. Currently preparing to battle moder. I’ve been researching about the mist lands and I think it would be a missed opportunity by the devs if we couldn’t have a sort of reputation system with the dverger dwarves and even be able to hire one or two to row our ship for us or even fight alongside us, which would make the Ashland’s a little bit more bearable.
Maybe have the lower tier reputation with them allow for better items to trade with a vendor.
Additionally, I want to voice that I think ship customization would be awesome, adding some shields and even our own characters clan crest would be really cool and a nice polish to the final game
Welcome to the discord!
Both trading / reputation with dvergr and ship customization has been suggested quite a lot before. From what I remember with dev discussions in here, I don't think dealing with the dvergr peacefully will happen, but you never know.
Ship customization could potentially be added? I haven't personally seen devs shoot it down
I like the idea of Hildr's quests having actual rewards. Those rewards sound like a bit much for me though
Also I think black forest players are gonna be very confused with getting +1 summons, without access to summoning anything