#suggestion-discussion
1 messages · Page 92 of 1
sometimes we lean into historical accuracy, sometimes we don't
you're not ment to be a stealth archer in valheim
we even have systems that alerts enemies if your arrow lands close to them for a reason
Except you wouldn’t be because even if you got the first arrow in stealth the enemies would know where you are instantly as that seems to just be how the game works as it is
So why not allow a single arrow to be in stealth since arrows already alert enemies as it is
when you're courching, it's just the model doing it. you're actually still standing straight up
you are still 0.8 meter tall
because we don't have infinite developers to create every single thing the playerbase wishes for
0.8? Playable dvergr race coming in 1.0? 
well 1.8 to be exact
scoots away
2.6ft is WILD lol
I regret nothiiiinnnnggg!
wen 🙁
What?
Its a steam profile background purchasable by steam points
Lets you customize your steam account. Background, avatar, mini profile
You disliked my suggestion without knowing what Im suggesting????
Which suggestion? 🤔
Ahh gotcha! Thanks! 
but where do you see that they "disliked it?"
Casted my voted btw || 👎 ||
||JK 👍 ||
They can check who reacted with what emote 👀
but I don't see any reactions at all 😭
#suggestions message check here 
its in #suggestions
Ohh I didn't know it was referencing an earlier suggestion
All good, it was a tad confusing because it was forwarded 
#suggestions message Your reasoning is just plain invalid, because what you described would be used to justify practically any other item getting a placable stack as well, because any material you keep gathering well beyond needing more of it will build up after a long enough time. And if you're continuing to gather more and more of a material you don't need for years just to pass the time, that's a classic example of a self imposed personal issue, not even remotely something the game needs to change to accommodate for. The materials that do get placable stacks are ones that can accumulate in large amounts in a fairly quick and timely manner, not things that take years before stacks become desirable. All you've accomplished is to highlight exactly why they don't have placed stack versions to begin with.
That said, though, I would enjoy the decorative applications of a stack of ore/refined metal.
Can't disagree there. Just noting that the reasoning they gave is very backwards and takes a lot of mental gymnastics only to fail and backfire.
No I know what that is I was wondering why you sent a picture about it. And I said nah bc I don’t think it’s necessary
Although, I would love to have stack of ashbones, just like with normal bones - those stack of bones would make a horrifingly great decorations
Picture, if you will, a grand throne room, with checquered marble floors. Except, on closer inspection, the floor isn't stone at all, but myriad bones of fallen foes, some bleached and gleaming, others charred black in the fires of battle. 🤘
people think we developers are all powerful divine gods who can do all and anything without sleep or rest for 24 hours, 365 days
we can't make everything at once
if we make stacks, then something else will not be created
so should we make a fancy item, or should we create a dungeon?
should we make a iron bar stack. or should we add something else?
why can't people realise we cannot make everything at once in the blink of an eye ._.
We realize it, Smiffe. And aside from a vocal minority, we're fine waiting for you totally human and not at all godly 😉 devs to do what you do best.
Okay? But why would those items need constructible stacks in the first place if not purely for aesthetic reasons?
50 logs in any container is more space efficient than placing a stack of logs down.
So, if we got placable log piles for aesthetic reasons (since we've already established it is not an efficient use of space), why not then have more buildable stacks for purely aesthetic reasons. The mesh already exists, and it isn't that hard to import a metal bar into a 3d suite, clone it, order them into a stack, and then merge them into a single mesh, culling any edges and vertecies that do not need to be rendered or seen to save on space.
"Not that hard," no, but it still takes time the dev team is devoting elsewhere right now. Though I wouldn't mind seeing it in a subsequent bug-fix release.
It's not so much that people think you are all-powerful, just that you keep saying "we can't" instead of "we don't want to", even to things that could be done by someone with 4 hours, a YouTube tutorial and access to the assets.
Also, you keep saying "if we do X, we can't do Y" for, again, things that are not actually that hard. If you feel you don't have the staff or competency to do minor things, then hire in some people. Or, you could reach out to modders about integrating their existing solutions too. The idea that you'd not be able to make a dungeon because you cloned a few meshes in a 3d suite and exported the new mesh into the game is a bizarre idea.
They've had since 2021, to be fair. You make it sound like they are on a short schedule, when the reality is they've no deadlines at all because they've not announced anything.
creating 1 object still takes time
Also, comments like these are not really helpful to the point.
No one expects you to do anything in a blink, because you already don't.
Please. You were a Steam best-seller, you're not a little smoll bean anymore.
time that could be spent on something else
even if it's just 1 second
it's 1 second taken from something else
You have infinite seconds, because you don't have a set deadline to deliver a new update.
we don't
but you don't seem to understand what I am trying to say here
time spent not on core gameplay assets = less core gameplay assets
and so you know, even tho we have sold alot of game and made money. if we started to hire more developers. the old core team would leave
we WANT to be small
we WANT to have a nice friendly enviroment where people know each other
not having a entire floor of 200 developers, where almost no one knows anyone outside of their small teams
Hiring new developers would probably make it even slower, when you factor in the training time to get them all on the same page. Not even accounting for talent loss if the originial team leaves!
Be the change you wanna see in the world! Download WackyDB, mod Valheim with it, and create the metal stack yourself. Modding is your friend
Although I agree with some points here. Is there any consideration in working closely with modders to add stuff to the game? Modders make insane stuff for games, and Valheim mods are all super complete.
@ember lily hell no - I want spawning points on the coast - Ashlands currently are fine wxactly as they are - they need to be a little hardcore to feel that hell properly
Nobody is saying this and most people don’t know about game development processes
@wanton atlas what about that one second spent on ashbone piles? 😄 you need just to change color of bones stack and we good to go!
of course after you deal with important gameplay stuff… but before you will be swarmed with piles of fixes after release ;p
I think metal stacks especially iron and copper could be of good use as those two metals are accumulated rather quickly and are more abundant than the others (besides blackmetal) and used in many building recipes
Modders have the luxury of not having to think of how their additions will affect to the stability of the core game.
🍿 🥤
@distant furnace I think it's kind of the point with vhard that its difficult to parry. Parry is kinda OP (especially since stamina removal on it), so vhard pushes you to use less powerful strategies against some enemies, or forces you to build for a parry build if you want to do it.
That said though, I think there's only one (unstarred) enemy in mistlands you can't parry due to them having too high damage, and that's the dvergr healer.
Once you get the mistlands buckler you can probably parry most two stars as well, or if you're in a bind before that Evasion Mantle is also an option
Do you actually think there's no deadlines? 🤦
I think you're conflating release dates with deadlines.
#suggestions message
🤦♀️ Vikings did not use katanas.
please, no weeb stuff. I don't see why are people so enamored with it. All the layering was just a way how to make most with the low heat forges they had in those little workshops
🧙♀️ ⏳
Limited dev capacity and keeping a reasonable scope make perfect sense, especially this far along in development. Sticking to your core team just out of preference also is just fine.
Though I still think I small side team for little simpler additions in other places the core dev team didn't want to put focus could have been worth consdiering at one point, that was years ago 
Now at most perhaps you might outsource a little bit of the work (if it was just making art assets, or anything else similarly easy to outsource a bit of), but that doesn't mean any assets made are automatically implemented for you. Always a bit of dev time cost to oversee said assets creation and then implement it - doubly so if there is new mechanics of any kind attached.
Nearing the end, at this point, it makes complete sense to me to just stick with the setup you have and stay focused on making the best conclusion possible within the time frame you find acceptable. 
I am a greedy man though, and am hoping for a fair bit 
No doubt at all what IG makes will be fun to play through, but who knows what will or won't make the cut.
Solution: Valheim 2
Id much rather just get updates post 1.0
Idk if the devs have said whether or not there'll be post 1.0 updates
If not that's fine cuz there's already so much content
or 1.0.1, 1.0.2 etc etc
we have, and we plan to support past 1.0
Very cool.
Would it be updates sized like the ones you've been making between new biomes? Like a new NPC or a spread of new items through the game or a new dungeon etc?
They've been pretty vague on that. I imagine that they don't want to set expectations. They'll likely be mostly adding things they believe further flesh out the game, with maybe 1 or 2 big overhauls. That's just my guess though.
I think it will usually be smaller installments closer to the 5 year anniversary update, and then less often some closer to Hearth & Home, Hildir's Quest, etc.
I wouldn't expenct anything MASSVE after 1.0
no
the map is already ENORMOUS
new NPC's don't really make any sence to me
new stuff will already be in the deep north update
I feel like anything past 1.0 would be bug fixes and maybe some event items for particular events (like anniversaries) but I woulnd't count on more than that. It's not a live service game
And adding a giant Smiffe statue to the game 😉
Turns out Smiffe is the final boss.
@dawn flower thats the best suggestion ever and we can ask admins to that instead of devs xD
All the assets are on Valheim wiki anyway
im not on discord much... what do you mean "admins instead of devs"? lol... there is a mod for it but it would be great if it was part of base game... im playing vanilla right now with my friends cause they dont want mods... and it a layer of difficulty on opening the server i dont want to give them
Ah, I thought you meant we should have all theoe emotikons on discord
oh nono i meant in the game lol... instead of writing "<color=red> surtling cores" i want to see the icon on the sign... would be great QoL and it would look cool
for inventory management
unity does have a sprite tag for rich text, I don't know how hard it would be for the devs to assign the correct sprites to it though
@light aurora did you just start playing valheim?
just play with MWL mod
Looks like a lot of bloat.
100+ locations is way too much
I was just trying to figure out a general scale of how big post 1.0 updates would be. I don't particularly think we need more traders/content
its really not a lot, plus many of the structures are pretty small
i think it would be nice to have a nomadic trader, kinda like how minecraft has a wandering trader
A traveling merchant would be pretty cool actually
it could sell biome specific items, maybe a few new unique ones
but the inventory would change depending on your progression
Could sell small amounts of ores from biomes far away to make it a way to occasionally get a bit of resources without boating
true
i personally play with the bounty mod and i’d love to see something like that be put in the vanilla game, its cool to hunt for specific enemies and get rewards
Kinda like hildir but repeatable?
Having some sort of repeatable task that isn’t just resource gathering would definitely benefit the game. I could see it being hard to implement though in a satisfying way.
a little yeah, but you gain coins and bounty tokens that you can then spend to buy items. its super fun imo, if you pair it with EpicLoot you can use the tokens to reroll enchantments on your stuff
it sounds like an invasive mod but it ends up being pretty vanilla friendly
Fun as it is (and I love that mod!) repeatable tasks seem distinctly at odds with Odin's initial task for us, which is to do his bidding then GTFO 🤣
@light aurora in Norse mythology the term for dark elf is generally interchangeable with the word for dwarf, so the dwarves we have in-game now are actually dark elves
In Norse mythology dwarves/dark elves are never described as short, so haldor has a dialogue about how he is "short for a dwarf". But then when dvergr where added they're all short. I think that's pretty funny
We could still potentially see light elves in the deep north but I doubt it.
this has already been suggested @worn obsidian
@wanton atlas Nope been playing valheim since its been release but just came back this year
Just hit recycle, I dont think it's necessary to ping someone over repeats.
thats what i was gonna say, like isnt that the point of it?
There are situations where it's valid to point out an idea being a repeat (such as when it's a blatant copy of another post that was just made, or when an idea is being spammed frequently by multiple people, generally just any time where there is no excuse for making another post on the same topic), but this isn't one of those cases so it's a bit odd to make note of it instead of just using the reaction.
doesn't matter
so you know we are basicly end of production of the game. so adding such a enormous change would basicly re-do the entire game?
I don't see how their suggestion would mean redoing the game at all.
A roaming unit like the ashlands dvergr wouldn't mean that. Or a merchant.
Could be too much work, sure, not denying that
I do appreciate features that make it seem like there's a lot more beneath the surface. The mistlands dvergr do that pretty well, even though they don't exactly have cities or simulation like that. Just ruins and wards and the mobs there
adding a completly new race to the game would have to re-write the game
I see i thought it just add a new file and add a new race
But @wanton atlas i always love valheim its very peaceful
Thank you @wanton atlas and all of you for giving us the best
it would probably work well for a mod if someone wanted to replace the Dvergrs with Elves, or do a custom more "alive" version of valheim
but the point of Dvergr are, they aren't living in valheim. they come from other outside places to mine and harvest things and then bring back home
Now that it's been a while since the server got semi-deleted, people gotta start searching if their suggestion has been suggested before
@lapis gust agreed spear levels too quickly. From what unconfirmed info I've heard tho, it seems to be a bug of the spears primary attack and alt attack exp gain being swapped, so probably just fix that bug would be enough
Giving all weapons 2.25 might shake up balance too much with weapons levelling faster than intended
The suggestion chat is 2 years old, I think it’s a bit unfair for new people to need to wade through 2 years of posts to see if their idea has been suggested. Isn’t that why the recycle emoji exists in the channel? So that people who have seen that idea before can point out that it’s already been stated.
Actually, wait a minute, I just realized you can search for posts by word, didn’t know that. Nvm.
Don't that just make spears miles way better thant every other weapon? On a neutral defense target they're one of the highest dps. If not the highest
I think it would be better if they just brought the spear down to 1.0 exp or up everything to the same 2.5~. The only skills i think should level faster are the blood magic, shields, dodge and cooking
I mean with all weapons it's preference, imo spear is kinda busted rn but a ton of people still hate it bc of the pierce and hitbox and lack of a combo
But with the change of swapping the xp it should bring it down a notch to be more balanced
My only complaint with the spear is definitely the lack of combo. Spamming overheads does definitely look a bit too unnatural, even if the weapon preforms very well.
Personally I don't care much if both the primary and secondary is 1 xp, or if primary is 1 secondary is 2.5ish
But the current mechanic of having primary be 2.5ish xp is way too good
Funnily enough, the lack of a combo is a pro for me
Other weapons you have to commit to a full combo to get good damage off, which can leave you vulnerable. Spear you just attack until you need to dodge, no need to tank a hit or risk tanking a hit to get your combo off. Plus having the damage front loaded (no combo) rather than back loaded (combo) is very nice for getting a quick stagger off on enemies
Only way to get more dps than a spear is with the thundering berserk axes and maybe with the secret sword combo
They do suck in ashlands
Secret sword combo being an exploit and thus not really counting
But yea, spears are stronger than ppl give them credit for. In addition to doubling as a ranged weapon, generally being super cheap to craft, and having a hitbox that doesn't split damage with walls and such in dungeons
Is it really a exploit? Looks like a mechanic to me
The high attack speed of the spear also works really well with that high modifier, axes and clubs would be fair enough with the 2.5 exp
Like doing a block in between primary and secondary attacks to add double damage to the primary attack, or something like that?
Yea, it's an animation cancel exploit. Though I do agree it looks somewhat natural, I didn't think it was an exploit either at first.
The version of it using emotes to animation cancel allowing you to do thousands of damage per second is taking it to the next level
If spears and axes had the same xp per hit yea spear would still level faster. I won't personally comment on whether that's good or bad, but if you start tweaking the xp gains of all the weapons you're gonna have to tweak a lot of things to keep the game balanced
It's not a cancel i think, the character performs a double hit action that i dont remeber seeing in other movesets. He also performs it with every one hand weapon
Some skills are just painful to level up. Playing the entire game while parrying every hit and i'm lvl 30 in the ashlands
There's also a very cool combo you can do with skoll and hati in a similar manner
But it is technically an animation cancel
Did not die once and only dodge bosses AOE
Need to see that one
True, I do think some things need tweaks.
It would probably just have to be a gamewide overhaul, could be coming with DN
I hope so
Iron gate make every update so extra. I'm expecting more than just one biome
With 1.0, conclusion of the game, and achievements, I have a feeling they're packing a good amount of special stuff into this update. Some sort of overhaul for sure to get the game to it's 1.0 state
I’m so excited to see what all they do!
First time I've seen my own suggestion reposted 😂 lol if it's a decent suggestion, I see no problem if multiple people come to the conclusion on their own and post it if there's a reasonable time frame. Persistence is key
I hope Ashland's get variants to forts, and that they stop you from building a wall jump into the forts
I would love one where you have to use catapults
I think the current fortress would be fine with some dungeon entrance inside the main room.
I've liked some of the Ward suggestions, it could prevent building and could also be placed in the highest point so you would need to use the catapult to break it.
Like an eye of Sauron scenario, but also just as strong as the fortress, so anything but siege weapons are a waste of time.
I'm very surprised there aren't any intentional lava moats
There are two types of people. Those who wish fortresses were harder, and those who don't like fortresses even existing.
If sieges were a consistent part of the game, I would tell the later group to just play something else, but since it only shows up at the end of the game, I am quite sympathetic.
I see the current "fortresses" as outposts tbh. With someone having designed for larger actual fortresses, but they didn't have the time to implement those.
Can you explain? I mean I don’t really like the idea to begin with but why couldn’t a new race just be added to something like the deep north without having to rewrite anything?
Yeah it does. The siege system feels really weird without larger forts
just adding random things to the game is not our way of making a game.
they would need lore stones, drops that have meaning, a purpose for existing
Don’t we all?
Sieges are allways gonna feel weird in a (usually) single player viking experience.
If you have me fighting through a corridor of death, that's fine. Maybe pushing upward as well. An impenetrable box is kinda meh though.
When people build to get over the wall, that's not just a cheese. They might not even have the materials to know siege weapons exist.
It can come across as the only option. It is the easiest option. AND it is the more flavor accurate option. (While still a flavor fail)
Pretty intuitive to simply build a ladder over a fortress wall, wouldn’t blame someone if that’s how they assumed the intention was 
Although it still wouldn't be what I want from the Fortresses, adding a ward and shield generator would be real nice
there is an unused charred shield generator object
Would be a step in the right direction for sure 
did they explain why no horses? they would be great early game.
I think because it's not very viking like and that the other mounts are more unique.
only like 100,000 times no horses 🤔
Interesting. After watching the Viking series on Netflix and the last kingdom i would say they are quite Viking.
- you are NOT in the normal world anymore
you are in a fantasy version
- to balance a enemy to be able to catch you on horse, against the same enemy being able to run away from on foot is impossible
Horse sprint cool down, Stunned by enemy attacks for X amount of seconds? Weak without armour?
short answer. no horses
period
long aswer. no horses
I tried to give you a reason why not horses
black forest, swamp and mountains are full of obstructions for horses. meadows doesn't have enough to explore for. plains introduces mounts so there's no need for horses past that
so PLEASE don't make this into some kind of fight where you will try to convince me about horses
because you aren't going to have your way
Dude chill thought this was a discussion section? just a freindly disccsuion dude!
it's not
You instantly went to the force me to listen to your point of view mode.
This isn't a Viking simulator, it's a survival game with elements from many realms as a result of the forsaken being banished. There are mounts, they just take form in unique ways and serve differing purposes.
Indeed
sorry for the image
thats what i did my first fortress was build siege like ladders
as much as u can ingame
nothing mimicking this exactly but this is what i felt like i was doing by building over the walls lol
True there isn't much open land later on. there was just alot of running early and i thoguht would be nice to have mount. but i do agree lots in the way etc.
its clearly a sensitive topic! appogies for bringing it up lol.
It's the top 3 topics in here
And people have heard all the arguments already for and against
I meant nothing bad by what i was saying btw i was just intrested. I respect the decision!
I get you i make games myself so i can imagine its alot to consider!
No where near on this scale lol but i get ya
Any game I've heard of?
No no just my own little mobile games and free lance projects!
working on my first contract atm!
gotcha gotcha
we should have made the entire game around mounted combat if we should have had horses
Horse is something of a cursed word around here 
it's one of the reasons why ship combat also is a big hard thing
like sure, cool idea with raiders
but.. how do you corpse run when you die?
just losing your ship is bad enough
then your best gear is floating in the little bouy
having some danger like the sea serpents is fine. most of the time it's not lethal, but dangerous enough
Its the right balance with the serpent, like we are scared enough to worry about it showing up, but no to much that we dont even go in boats!
anyone aware if anyone's posted about Yagluth's boss location runestone placements? i dont wanna post a repetitive idea
<-- developer and I know the frustration
ah ok 😄 that must be hard to think about because i cant imagine a spot in the fuling camps for the stone without it looking a little off but the other structures are kinda rare
sadly it's easier to find his location by randomly driving the boat around, than finding an actual vegvisir 🙁
typically is how i end up finding it indeed
same for most players
Many suggestions regarding that. Either fuling villages or stone towers could be possible additional locations for vegvisir IMO.
that would be good
the game isn't finished yet so..
Stonehenge structures are already rare enough.
the adding of the tar-pits pushed back the stonehenges
ah i see
Were the max numbers of stonehenges changed or just their addition of tar pits limited their possible locations where they could form? 
the latter sounds very plausible but i am curious
no
but create a new world and look at placed locations
or rather, failed placed ones
any thoughts on my recent suggestion perhaps?
On the huntsman’s bow? No opinion honestly, I don’t mind the current cost.
I doubt Iron Gate will change it, but I agree with you. I would mirror Ash Fang with metal costs. Especially since Huntsman Bow has the same metal costs as Draugr Fang, and silver weapons in general take a lot more metal than others.
@fossil folio Responding to your suggestion #suggestions message, bears are actually extremely quiet in real life.
yeah, i'm definitely not saying i want it to be overly easy to acquire. i just think in comparison to the armor it should be a little more reasonable
That’s fair honestly, I can see where you’re coming from 🤔
Do silver weapons generally take more metal than others?? I feel like it's just the sword and mace, which I would assume is to compensate for them being viable 3 biomes later
Knife is also more metal-expensive than any other single knife (Skol-and-Hati is a special case), and Flesh Rippers is the most metal-expensive fist weapon (though not by very much).
So you're not really wrong. 😄
my boat is my horse
@thick bridge if you die to the TWIG then ur a lost cause, how is that even possible
i think most material costs in the game are pretty reasonable. i usually forgo the iron axe in favour of the huntsman bow, since you dont need an upgrade for woodcutting til the blackmetal axe
silver knife is always worth the craft imo. honestly whichever main weapon i use, i always craft knives as a backup, because the dps combined with the sneak attack is just so useful no matter the enemy or biome
Is called being AFK while you train up a skill and as I said having forgotten to eat. Also what’s up with being a massive asshole?
afking in valheim is wild lowkey
How? I’m not trying to spend literal hours staring at the screen to level my skills because they take forever to do so when I could just afk to get the skills leveled
u level skills naturally from exploring lmao. maybe its just me but i like my playthroughs to be long and deliberate
Even if you take a fairly long while to do a playthrough you’re not going to get to 100 by the time you get to the ashlands if you do it naturally. My main playthrough I played for about a 4 days or so before getting to the Mistlands because i wanted to have a long playthrough bc I don’t really like speedrunning the game. Combat all the time, exploration constantly, etc. skills still aren’t much past 50 for the ones I’ve trained. You’re not getting that high unless you level them afk, it’s just not gonna happen
u dont need to be at 100 for ashlands. its perfectly comfortable with like 25 block skill lmao. my average playthrough is like 80hrs coz i like building, but my skills usually hit 60+, especially in weapon skill...
anyway, thats besides the point. why afk skills in a game where accidentally dying sets said skills back. u can spend time afk at the TWIG and lose them coz u forget to check it. just play the game
we don't assume you will have super-high stats either when we do play-testing balance sessions
I've heard somewhere that the game is actually balanced about ~40 skill levels
From what I hear, it's balanced around 0.
from what I've heard. I am the balance game tester in the dev-team 🤔
you can use the itemset command to find expected skills for different biomes
ashlands is 30 everything, even on movement which feels too low to me
Perhaps it's just a consideration for those that might've lost levels along the way, so the balance around skills doesn't accidentally overwhelm anyone that's died a lot.
exactly. my first ashlands experience was at around 80 sword skill and basically maxed on run, so when everyone was rambling on about it being difficult, i was having a blast
Which isnt even that high.
30 run feels wayyy too low
80 is pretty high considering max is 100 bro what
depends on how much you die to be honest 😄
Not for run. You'll be 80 if you die a normal amount.
I always turn run and jump up to 60 for ashlands. still a little lower than I would like but at least it's useable
if u know what ur doing, even 50 run is acceptable for ashlands lol
I die a fair amount and im still over 80 on my fader-killed character
honestly the only thing that kills me nowadays is falling off buildings because i forgot to eat xD
Or switching to ash cape 😂
100% of the time you fall of a roof, 100% of the time, you don't have enough HP D:
i think u mean feather cape but yes, most of those happen before mistlands haha
Yeah I mean after u have feather u make ash cape and think ur stil superman and jump 😂😂
yeah that is true hahaha
i do applaud you guys for keeping fall dmg capped at 100, as long as ur over that threshold you can jump from any height and live. lethal fall damage beyond a certain point kinda bugs me in games, it makes more sense realistically but still
it does not really make sence. but not everything have to make sence 😄
Gotta hit max velocity at some point
jump out of a dungeon and you'll be close
Like parry-stunning ranged enemies 😉
yup
we even changed it and oh boy.. that was not okay
It was very ok 😛
But people always complain. 😭
I'd be fine with being unable to parry ranged attacks, parrying is too good already
the monsters are SO BLOODY AMAZED you cought the rock/arrow. they are just stunned you cought it
Parry is fine. Parry-stun makes no sense on an arrow.
Yeah I wouldn't want ranged parry removed. Just the stagger from ranged parry
But I also don't mind the stagger
I do think parry could use other tweaks to knock it down a notch tho, stamina cost would be a good one
No, I think they need to improve tower shield tbh, rising tide should raise all ships.
2H and duel wield weaponry is already great with their niche usages, tower shields are a bit of a joke unless you're a mislead player thinking you need it.
I dunno, tower shields are pretty good for those having a hard time timing parries
Though I've basically never used them myself, I feel like I've seen a fair bit of people being able to tank stuff just by holding block. Like tanking yags meteors I think
The tanking element is all they offer though, and this is massively undercut by things like bonemass's power or defensive trinkets.
Perhaps more adrenaline gain by blocking, so you might be able to be a bit more explosive in your combat, something like that.
I feel like a shield that can tank fulfills its function pretty well
And it does it way better than the other shields, if you're not good at parrying. Only big downside is movement speed, but that's less needed if you're tanky. Oh and I guess more stamina cost now
parrying is always gonna trump the block armour of a tower shield anyway tho, the difference isnt large enough between them to consider a tower shield as the better option
I'm not arguing that it isn't fulfilling it's function to be clear, just that it is definitely a worse option in comparison.
I don't think the way to address that is make other shields worse.
I'd be down for making all shields worse
And though I agree that tower shields are generally worse, I just don't like the blanket statement of them definitely being worse
It's up to playstyle / skill. If you hit every parry then yea, tower shields probably aren't worth it. But if you don't, then there's a case for them
Yeah, I'm just never going to agree that the balancing elements should come down to who's using them specifically. More so what they're capable of on the surface.
Tower shields are under rated imo u dont need to crit everything to slay. Theyre probanly more effective in groups
I dont really need love potions for serpents but I would like troll love potions to be more devastating and have to fight like 5 at once instead of it feeling like im still scouting for a troll
You don't need to crit everything to slay with any shield, and everything is more effective in groups.
i dont think thats the solution. maybe make the parry window more difficult. either lower it or increase the blocking animation time so you have to time it further ahead
how souls-like parrying (elden ring, dark souls etc) would be great i think, the window stays the same but you have to actually start the animation sooner otherwise you'll miss the chance
Except for a parry shield because its block is weaker
well thats only coz parrying is their entire purpose
Oh I don't mind making just non-tower shields worse either
Yeah which would make it not ideal in groups
Staggers in groups are also more effective.
buff > nerf. lets buff tower shields, not nerf bucklers
if parrying gets any more precise the devs would need to change hit detection against players to always be on that players own client. right now if the enemy zdo is owned by another player, it's that other players client that determines when you take damage.
even without parry changes this would be a great change to make though, idk why it doesn't work this way already 
Always contrarian always wrong
250ms is fairly generous for a parry window, ive played games where the window is only around 50-100ms and the difference is massive
yes, but latency in multiplayer effectively reduces the time you have to react because it's not always your own client that controls damage against you
but i do agree, clientside damage profiles would be a better change, although i fear it would come with the tradeoff of worse performance
worse performance how?
And remember
A failed (too early) parry turns into a block
which if youre using a buckler, can be the difference between getting a parry and getting staggered yourself...
ive played a few games where running that many clientside checks can lessen fps etc
i love valheim multiplayer but that latency issue is the main reason i dont often engage with it
the hitboxes are already being run clientside, just not always the client of the player taking damage
I'm just looking for someone to point out legitimate reasons so that I might have reason to think otherwise. Stating that staggers aren't more effective in groups is just confusing to say the least.
which is baffling imo, it would make sense to do one or the other, not half/half
all they need to do is run the hitbox on each players client for damage only against that player, and the enemy zdo owners client for all other objects
Big group mean big enemy. Big enemy hit hard. Many Big enemy hit many Big hard. When many Big enemy hit many Big hard, viking parry hard. Viking die.
Viking hold 1 button, never die
Ah you're talking about enemies in groups.
You weren't clear on that.
K
exactly
i dont expect that to be an easy change however
All that said valheim being what it is is kind of endearing to have goofy fights bc your friend is across an ocean. Its not an mlg game or w/e. It would be nice to have it be cleaner, obviously
i mean that kinda invalidates the point u were making but yes
me neither
PvP is not our focus
it wouldn't be super difficult, remove the check if you're the enemy zdo owner to run the hitbox code and instead use that check to filter what it's allowed to damage
similar changes could also be made to projectiles and aoe instances
this isn't for pvp
but it sounds like PvP
if another player loads a zone with some enemies and those enemies attack you, the hit detection is done on the client of the player who loaded the zone. This means if there's noticeable latency the timings to block or avoid these attacks can be unclear
I don't know why we do damage as we do. with chunk owner etc
but there must be some kind of reason for it
its less stressful on the engine and its easier
the main downside to this I can think of is that attacks would be easier to avoid because enemy ai responds to the position of your player on the owners client instead of their targets client
not blaming you guys for picking the easy route, the game was made by 5 people at the start so i wouldve too
But you're suggesting nerfing bucklers though...
Tower shields can't parry. Making the parry window more difficult nerf bucklers
thats nerfing parrying, which is not exclusive to bucklers.
and its not making parrying less effective
its making it harder to pull off
It's not exclusive to bucklers, but it's still nerfing bucklers
And doing nothing for tower shields
yeah so we buff tower shields too
honestly its gonna need a massive buff for me to even consider tower shields over any other option
I'd like to bring up this clip of an unused feature that was worked on for call to arms. the devs have looked into buffing tower shields so maybe we could expect some changes in 1.0?
#memes-and-clips message
That's fair. I agree parrying needs a nerf.
Personally I think tower shields are alright, they're just overshadowed by parrying. But I wouldn't mind a little buff
now if there was an item that you could equip that let enemies only target you, then tower shields would have massive value in group play
why would the player with the weakest shield want everyone targeting them
they have the highest block armour, thats what im saying
if they're only targeting the person with the tower shield, then everyone else can swing away at the enemies without a care in the world
tower shields are meant for tankier builds, this just elevates that
but if that player being targeted was parrying everything they'd get even more armor and more damage for everyone
yeah but as you said, in group play thats easier said than done
1 programer
1 designer
1 level designer
2 graphic artists 🙂
ay those 5 people made my favourite survival game 🥹
also just to clarify, i dont mean tower shields themselves drawing more aggro from enemies, i mean a specific item you equip
i still don't think that would be a good idea, then most players in the group are dealing free damage with little risk
well. the game don't scale enemies to good for that IMHO
if group spawn of enemies would also change depending on player numbers. than more crowd controll would be needed
that is the whole purpose of a tank build though, to support your team by drawing attention and being able to take more hits. maybe it wouldn’t be 100% aggro, something like 75% so you still have the risk of enemies turning around and whacking you
or even if it makes the person using the item take more dmg as a trade-off
The enemy scaling feels good in multiplayer as is for most of the game, but later on when you get the staff of protection and can give it to all your friends you become kinda OP so changing enemy scaling specifically in the later biomes could be neat
Thisd probably be really complicated but I love when enemies work together a bit. Like a tankier enemy goes out of its way to block your path to a squishier backliner enemy. I feel like that'd be cool specifically from mobs in the ashlands since it is supposed to feel like a warzone
That's probably even more complicated when you have multiple players since then the enemies are trying to run even more checks
i dunno if i'd want anything built for multiple players inadvertently making solo play harder
Devs have also said they don’t want to add any more mechanics/content that only apply to multiplayer
Yeah, this is why I originally mentioned that maybe adrenaline while blocking with tower shields get a bit of a buff, it wouldn't require anything to change, and could lean into making trinket benefits easier as an improvement. Something along those lines could work in my opinion, not necessarily only that idea.
Would it be too strong if the tower shield slowly staggered enemies? Sort of like them slowly tiring themselves out after beating at the shield, adding some small offensive benefit to the tower shield to make up for a lack of a parry. Not sure what would determine how many hits it would take to determine when an enemy would become "exhausted," maybe block force?
It would also make the tower shield better for solo play, something other than a wall to hide behind whilst others actually do damage.
As your block skill rises it could also impact the time it takes to stagger.
I just want Tower Shields to have shield bash tbh.
That might be a bit wonky to implament since it's adding a secondary attack to an offhand weapon.
There was a clip a while ago showing how they almost implemented it. 🤷♂️
I would like to see tower shields just get buffed to 80-90% block armor of a parry with a biome-equivalent buckler. Right now, they're at about 60-70%.
I think that would balance out being less mobile, benig unable to parry, and getting adrenaline more slowly.
I misspelled "being" and it made me think of this. 😜
I think they should have at least the same amount of block armor as the same biome's parrying because of all of the other benefits you get from parrying
Oh if they are touching the shield numbers data table I have recommendations 🙂
Are you telling me the numbers for weapons/shields are not on a table? 😭
I can't prove it isn't but I don't know how they'd have all of the block armor values all lined up and not make them consistent through progression
That's a shame, I think it would have really benefitted the tower shields. I'm sure there's a good reason though if they didn't.
I mean... does Unity make datatables more complicated than Unreal does?
no idea
I would expect the stats of a piece of equipment to be stored by the class directly, or in a scriptable object.
I'm a big fan of items/classes pulling their stats from a table. That way if I need to change anything, there's only 1 location with numbers and everything else will automatically update itself.
Yeah, that makes sense.
I started on (and really need to get back to 😅) a turn-based combat game in Unity. Each unit has 0-2 weapons, and each weapon is a scriptable object that stores various stats. Each unit has multipliers for weapon1 and weapon2. This works nicely to keep certain weapons the same on different units without needing to create a new weapon for each one. And I could have Super Tank use the same weapon as Big Tank, but with 20% higher damage across the board.
Aside from all of the above, I wonder what purpose was intended for tower shields considering their implementation: sustaining heavy hits, ok, but also pushing away weaker foes, because it's not easy to turn it into a counter-attack, with not many sensible options to close the distance.
They would need something as good as staggering parries, but what? More armor will never be as useful as maximizing your damage and stopping the attack. What purpose have tanks when there's nobody else fighting? (not rhetorical questions)
is there anything that we're certain is gonna be changed? i just have a curiosity. it can be anything
The point of pushing them away is to give yourself some space, of course you aren't going to be able to easily counter attack when it wasn't designed for that purpose. At the end of the day the issue is more just people not liking them because it doesn't fit their hyperactive playstyle or personal preferences, not because they're actually all that bad. If used improperly any tool can seem "bad", and that's just user error and not the fault of the tool. It's like complaining that a hammer is a terrible tool when trying to use it to cut a wooden board, then acting confused on why it isn't on par with a saw. They may both be shields, but bucklers and tower shields serve 2 very different purposes, so comparing them is as nonsensical as comparing a saw to a hammer. At best I could see them getting some minor tweaks to stats but I don't see anything major being necessary since they aren't meant for a super fast paced playstyle like bucklers are and thus aren't in some sort of competition with them.
All I see is a long list of what tower shields aren't, but still no clue of what they are. I mean, as a shield you use all the time; what am I gonna do with that space I just gave myself? Also, it's not just bucklers vs towers. Regular shields do what towers do and they still parry.
The only use tower shields have is blocking on a server with too much lag to time parries. Other than that, they are basically trash and not worth using.
Oh, and they look cool on an item stand.
you can finish the game with only fists, so why put any other weapons in? they dont serve any purpose in that case other than being different? /j
They push enemies away to give you space, that's a use whether you like it or not. They have higher defensive capabilities than a parry from the buckler of the same biome, another valid use. It's clear you haven't put any actual thought in given that your statements were just regurgitated from some reddit comments on an old post discussing tower shields.
Assuming much? I have like 8 characters with different assortments of weaponry for testing purposes and fun, and so far the only options I actively despise is AOE-heavy weapons because they make timing and positioning almost irrelevant.
But I still have no clue what the purpose might possibly be of giving up mobility and stun-locks in exchange for space I have little options to capitalize on. Still haven't found one. And you still haven't mentioned one.
They absolutely do not have higher block power than a buckler of the same biome. I tested this just now. No armor, level 100 block, level 3 Flametal Tower Shield, and level 3 Carapace Buckler. So the tower shield actually has a biome advantage here.
I spawned in a lox and used both shields against it. The bite staggered me every single time with the Flametal Tower Shield. The buckler on the other hand, parried every time.
I'm about to do more tests involving armor and how much damage is taken.
There's something more important in my opinion: mobility. It's the number 1 and cheapest way to avoid damage and death, but you give that up with tower shields. What for?
I just tested with level 4 Flametal Armor and Ashen Cape, and the 3 highest-HP foods.
With the Flametal Tower Shield, a 2-star Morgen broke my block multiple times with its swipe and bite. It seemed to be overriding my block somewhere between 200 and 210 damage.
The buckler parried every attack without fail. The highest damage I blocked was a little over 240.
The Mistlands buckler blocked better than the Ashlands tower shield.
please don't ruin the embed rights in this channel for everyone else
This is quite interesting because the latest tower shield has more than 150% block armor than the mistlands buckler and yet it seems worse at avoiding damage, while still being worse at dealing damage, evading etc.
I don't think parrying should be nerfed, but tower shield need to have something bucklers don't otherwise it's not really a choice.
Assuming you want a tower shield because you like to be "tanky", first they should be better at doing that, but more importantly being tanky should have a purpose, because right now it only give you time to regenerate and that's basically it. Being tanky doesn't win battles in this game.
To the very least blocks with towers should cost less stamina. It's pointless to avoid being hit if you're too gassed out to hit back. Also, some form of protection from ranged attacks and AOE attacks, since that's was one of their RL uses and those things are harder to deal with with a puny buckler.
Well said, and I mentioned above that adrenaline gain could be buffed while blocking-- that could be a way to tailor stamina gain as well.
Plenty of players seem to enjoy stamina trinkets, though I'm unsure how well that would play into combat, as you'd have to lose stamina to gain stamina in that case.
Is there a use for gifs in this channel? I didn't break any server rules by posting one.
the point of having embeds here is so people would stop using #screenshots for their pictures that's for suggestions 😅
not for people to start using GIF's to use to talk to each other
100% agree that tower shields dont have a competing use-case with bucklers or circle shields when playing solo. "Making space" matters when trying to get away or start a slow attack animation. The space you create with a tower shield is more than lost by its movement speed debuff, and you can make far superior gaps for your own attack with a parry.
I need to double check but uf you're holding block and do primary or secondary attack, does it cause you to stop blocking and attack? Or is the input ignored while blocking?
#suggestions message
I don't think this would work well because against many slower attacks you'll just be pushing into the enemy for a while before you block them.
Would the player need to be running for a minimum time? Otherwise you could deal the high stagger with a short step forward which wouldn't be much different to parrying them.
being able to block while sprinting with a tower shield would be a nice addition though, to make up for the reduced base movespeed while using one
what if youre a player which cannot manage to parry, is tower shield gonna help out in that case with current stats?
it's better than other shields if you're not parrying but tower shields should have reason to be useful to everyone
does the sneaky knife(s) also suffer from the not being popular situation
no?
just wondering since i never considered using it
What if tower shields had a ....25%? chance to stagger an enemy upon successful block?
You still take more damage than parry w/ buckler/round, requires stamina, and you're simply gambling a 25% chance each block waiting for a time for a counter. Still can't block the super heavy hitters.
Still worse than a perfect or near perfect parry-player, but more viable for a slow and steady tanky character with bad timing?
no, why a chance 
i like it, sounds funny 😄
Because we like gamba.
🎰
instead of a chance it could be after blocking a number of hits. there's an unused system in the game for this that was in the call to arms files, so the devs have considered something like this already
#memes-and-clips message
i mean, sure. yeah.
its been about 5 months i think now... i still think the devs should add a stick to play fetch with the wolfies
Fair points, maybe it needs a different approach.
I have a feeling that people to want flashy fights and run all over the place are not that likely to pick an option obviously thought for tanky builds, while people who like being tanky would still have little options.
Tower shields need to protect more than other shields, somehow.Think of the only tower shield people actually use: the Serpent scale shield. It's because you give up parries and mobility but you gain resistance to pierce.
What if other tower shields had some form of resistance carefully balanced by biome? For example, a trivial wood tower shield could be slightly resistant to slash, while a blackmetal tower shield could be resistant to fire and blunt (just random examples)
@gloomy monolith don't know if it helps but you can ride a lox through two darkwood gates
Knives are very good
@charred granite The sheep are on midgard, this isn't midgard.
there needs to be a suggestion symbol for "already exists"
Great take. I am very interested in the tower shield discussion
No, but imo they suffer from being a worse version of fist weapons
Thats mostly just a me sentiment though
yeah.. like returning suggestion symbol 🤔
Not what I said 👀
you mean "already in game"?
yes
yeah it would be useful

like this one 😄
you upset Hugin by asking for things already in the game
Hugin stays upset
Hugin is a good boi who deserves a day off.
I'm a bit apprehensive because resistances have a tendency to be OP, but I actually think this is a solid idea. Maybe sticking to mostly slightly resistant modifiers
that would just make tower shields useful against a small amount of attacks while bucklers are good for anything blockable
I think it is pretty rare for people to suggest something that is already in the game, so it would clutter the list
I've said multiple times we should have a 🐻 emoji for something already added. 😄
Also, what was the suggestion?
Are Fir tree stumps supposed to evade axe primary attacks or would it be a good suggestion to increase the stump height
Not sure if they were designed that way, but the secondary attack on normal axes was created/designed to fix it.
Pickaxes too can remove stumps.
I often find the primary attack unreliable for most tree stumps, unless I'm down a hill from them. Easier to just use the secondary.
100% yes
I requested the overhead axe chop attack since some stumps where so extremly hard to hit 😄
@gleaming summit I basically suggested the same before they even made it to the live branch of the game 
Ballista should have just targeted all hostile mobs only, and could have left in the bolts ability to deal friendly fire for silly moments of the player walking between the ballista and its target without the frustration of it specifically targeting you.
Alas, we got what we got.
I mean it wouldn’t be a very big challenge to just make ballistas shoot hostile enemies.. idk why they won’t do it🙁
It’s not a coding issue lol
I imagine it’s just that they feel it fits better into the theme of the game / makes ballistas not too OP to have limits on them. Either choose a target or stay out of its line of sight.
Or suffer the consequences
Personally I don’t care much either way, but it’s definitely an intentional decision
Nah the ballistas have a great design but the trophy/ mob attacking function is goofy imo.
It seemed like they were going in the direction of having the technology outpace the character's ability to understand or properly recreate, hence why the refinery shoots out damaging sparks or why ballistae can shoot their creator and are indiscriminate unless given a single specific target.
But with ballistae it's also of course more for balancing. Unfortunate people can't just be happy or grateful for what they've got and will always demand more. Even if they changed it up there would still be a significant downside to take the place of it targeting the player, which the same people would still whine and complain about and demand free unrestricted use.
I like this take
tbh i dont even use them
It is an intentional decision, just one I didn't agree with. Thus, I don't bother with ballista. 
i probably WOULD use them if they were less cumbersome in that way
I use them on every base now, mostly because I rarely leave my circuit of portal networks and they only really activate for night spawns or raids.
maybe the ballista could prioritise enemies when enemies and players are both in range
I play with a lot of raids and no cheese like massive down suppression or earth walls, so ballistas are really helpful
If i could finish a build ever, I want it to include that
The ballista is probably one of the few objects Ive never built 🤔
Me neither. I don't usually get raided or if I do, it's always the same raids, the skeleton surprise, surtling raids or the bat raid even tho we've defeated the queen. I feel like having a ballista would be more annoying and more trouble than it's worth. I just run outside and kill things
Personally I would have even preferred if it was even more simplified than it is now. Have a shot deal X damage, with potentially an upgraded ballista at another time, and don't have to worry about constantly crafting amo for it. Just let it shoot for free 
Soon as it becomes more of a hassle then its worth, I just don't bother.
Spike traps are similar with how expensive they are.
Cool it exists, but I also still just run outside and kill everything during raids. 
... It's a suggestion, in the suggestions channel. People asking for change is literally the point of it.
I think sometimes the suggestions can become more like complaints or demands
It often becomes more about defending the opinion you hold that is being challenged by others, rather than actually caring if the devs ever implement your idea 😂 And a hundred people are never going to be able to agree on every little aspect and detail of every weapon, defense, enemy, trinket, stanima, inventory, builds, farming, decor, and so on and so forth because everyone has an individually held idea that is a hill they die on. There is a reason there is a relatively small number of devs
In all fairness, but a suggestion using "we" and claims to speak on behalve of the community will always start a debate.
Simply because there are always people in a community that disagree with the suggestion.
Then you missed the point of my comment. The change being suggested is just an entitled one, asking for the downside of the feature that's there for balancing to be removed entirely, not even suggesting a replacement balance option to make up for it. Things very often go beyond "it's just a suggestion" and that's just a lame excuse people always throw out there. Like we've had people use very demanding, entitled, etc. language in their "suggestions", then when criticized for it the response is "it's just a suggestion".
Suggestions that are just the idea laid out simply with no story behind it, or opinionated reasoning for suggesting it, are always better(in my opinion).
If that suggestion were just:
💡Ballistae Only Shoot Hostile Mobs
It wouldn't be as off-putting to anyone who might feel it's not a significant problem, or just doesn't share the same opinion.
I was more-so responding to your gripe of it being "unfortunate people can't just be happy or grateful for what they've got". I'm new to the server and haven't had many discussions about change. (I play without mods and love the game how it is, with no gripes)
I understood your point and agree with you about the Ballistae
It wasn't a generalized statement, it was in context of people wanting all limitations and downsides removed from things for selfish reasons (like in this case where they just wanted the balancing part thrown out the window entirely). Things would be much different if the suggestion was instead to change how ballistae are balanced.
👀
I mean, I am thinking about it from gameplay and game design standpoints. Defenses are supposed to make the defense of your base easier, not more complicated and tedious.
The up front cost od unlocking and constructing the defenses it the balance to then having them. And ofc, ensuring they are not so good that you are entirely without worry (such as raising the terrain does for most raids).
The constant feedback of amo in an already grindy game adds tedium and the unreliability of how they target enemies lessens how much hassle they actually remove, or in some cases may even add some.
why does the same ballista suggestion have like double the up to down ratio compared to mine which has more negative reacts
i understand if its repetitive but i didnt check
I don't really experience this myself, I have about 20 of them surrounding my main base, they're far more helpful than harmful, and most cases I will just shoot arrows alongside my ballistae. The ammo upkeep is fairly minimal, though my experience is with meadows bases mainly.
not everyone wants to refill 20 ballistas
i know what you're gonna say. then don't
I don't really refill 20, they never really run down by the time I'm ready to check them anyways.
There's about 8 that are being used the most.
my argument for the idea really is as simple as it wouldn't hurt any balance in any way if they could target 2 things. they don't shoot very fast in the first place
It's good that your voicing your opinion as well. Now realize what I was trying to say:
You've got to realize that there are people who will act ungrateful. People are allowed to be unhappy and voice their opinions. People are allowed to want whatever they want.
Again, it's the point of the suggestions channel. The thumbs up reacts and the thumbs down reacts gauge how the community feels about that given suggestion.
Shooting things with double the projectiles would certainly affect the balance, it'd be virtually no different than doubling the attack speed.
i never said they shoot 2 bolts at a time
my suggestion was that they stay exactly the same except they can detect another type of creature
Ah that wasn't exactly clear, I read it as, targeting two at one time, not necessarily how the trophy function works.
oh, sorry i didn't mean to be unclear. yeah i just mean putting two trophies per ballista
for me i thought maybe if using a singular one is very intentional that asking for one ballista to detect anything hostile would be too much. so i suggested 2
Im confused why it doesnt make sense to target only hostile enemies aside from the viking-confused magic theory
As is, 2 is already possible without specifying with a trophy.
I've never heard any mention of the reason why, lore or balance-wise. As a programmer, to me it just seems like it would be the best way to define everything as targetable with an existing variable like "alive." With the only other acceptable variables being specific names.
Which is pulled from the trophies.
It would be far easier to continue development this way, should you continue to add new things such as factions, enemies, etc. That way you wouldn't have to update the list of "everything" any time something is added or changed.
To be fair, if they can set certain enemies to not target each other from the same biome, it wouldn't be overly complicated to code it for ballistas to only attack hostiles
Complicated? Not at all, but it would be easier across the board the way it is now.
It's also possible to have Ballistas function like wards, attacking only things that haven't been grantded permission to be within the area.
That contradicts the statement you made two line above that. A tag/boolean of "isAlive" or "isHostile" would still apply to a new mob/npc, and no list of "everything" would need updating...?
I know you know this but wards don't attack things
Y
I believe you misread what I've written.
This convo above my paygrade now. From a peasant it seems like it would be easy to not target the player
I don't use them anyway I'm just thinking xD
I wanna use them but they dont seem functional if they only attack a boar or me as well as everything
I'm tripping, didn't your username used to be Compliant Civilian?
noted 😂
Now you must call me Beautiful, or Viking, or both would be true
I have never crafted them but this discussion has convinced me I never will lol
I believe your wordage of "continue development this way" made the subsequent statement loose as to what you meant by "this way" and "that way"
Which makes the suggestion a good one 😂
I think it’s just a difficulty balance feature. If the ballistas could target all hostile creates without targeting the player, it would remove the intended challenge of base defense
Another good take
I suppose it could be confused, but I was only ever speaking to one point, where the "way" is the consistent link.
I see that now. Thank you. And yes, from a technical standpoint, that is true and I agree
Technically it is possible already, so the balance really only comes from time sunk into materials/building/trophy finding.
That's why I'm not really convinced it's a balancing element.
Do you mean if you made separate ballista(s) for each hostile creature?
Yeah
I don't care that it can only target one mob at a time; that is a perfectly fine balancing element. My problem is that it can target players lol
I see. That’s true but you lose out on stacking
So this would reduce the number of ballistas needed for a "general base defense" by half. I can appreciate that.
Agreed, I changed my vote.
As someone who has used ballistas, they feel good for protecting a base against typical enemies in a biome. It's easy to use a trophy to get them to target the most common enemy. They start to suck a bit for raids. If a trophy isn't set, they just start shooting you when you move in to deal with the enemies. The ballistas aren't strong enough to deal with raids alone, nor should they be, so you do need to wade in and deal with them. When they target only one enemy type, it's a bit inconvenient to change them for a raid, needing to swap out the trophies, whilst likely under attack by multiple hostile mobs. It's fine for general base defense, but very annoying during raids.
If you set it to target only one mob, it not longer targets the player I believe
Pretty sure that's the whole reason trophies were given functionality with them as well in the first place, as a response to the people that complained that they target players.
I like to imagine that the protagonist is building a ballista that they intent to operate, only for it to come alive once it’s constructed 
I imagine the Viking to be very confused, but then just rolls with it
And very impaled
Thats what someone else said, how eitr is unpredictable and new to the viking
Mechanical springs requiring Eitr is a bit strange to me, but it doesn’t really bother me haha
Maybe the eitr allows it to automate
I took that as you imbuing life into it. I think it makes sense. I love to think that it's a masive chunk of spiral metal with no natural elasticity, and the only thing making it springy is the eitr, though I know that's not the intent.
The elasticity is dependant on the crystal structure of the metal. Irl I think it is mostly about how it's cooled. It's not weird to me that the presence of magic could affect it.
I see the argument, and draw the opposite conclusion.
Needing resin whenever you need wood wouldn't lead to any more collection (the hopefully fun part) but it would lead to more inventory management and rumaging trough chests.
I find them pretty nice for nullifying some raids. Like set up a few ballistas and trolls won't bother you
Sheep would almost be too usefull to add. If they existed, I think they should have been part of core progression, not an extra thing on the side.
Perhaps it's a typo and should they be called "magical springs" or "Mechmagical springs"?
#suggestions message
Call me crazy but I think making a hive of petroleum sludge that’s surrounded by bones would make for very unhappy bees.
Vilebee 🙀
I think the idea is more like a higher quality beehouse that has a dark wood look to it, but either way I’m opposed 
it deals 200 poison damage instead of 10
Low-key goated base defense
it wouldn't be good without much higher poison damage than that because its poison damage
I'd be all over a larger beehouse that can store more honey, though not necessarily one that produces it faster.
Agree to disagree
One shotting fulings regardless of difficulty sounds great to me
Over what is it, like 4-5 seconds?
Maybe something that requires like 3 queen bees and some iron or nails or something? Produces at a slower rate than 3 regular beehouses, but saves on space and has a much higher capacity than 3 would have.
Just spitballing ideas around 
Thinking about idea regarding poison...
What if poison stacked like fire and spirit and would be looked as equivalent for spirit damage, meaning weapons with poison damage would have additional poison damage like silver weapons have additional spirit damage? Spirit for undead and poison for living.
Vile armor makes you oneshot? On normal? Sounds to me like a lack of eating proper food
IMO the vile set is rly good, bonuses make up for the drawbacks. ESPCIALLY with the vilebone claws bc they can easy 1-hit stager / stunlock, and you can move at full speed with them
It’s a bit dangerous on increased difficulty, but still viable imo
#suggestions message
there is an unfinished NG+ system accessible with commands. this might get cleaned up in a future version, or you could just restart on a higher difficulty
Out of curiosity, what is the unfinished NG+?
there’s a world key that increases the world level, i don’t know everything it does but it makes enemies stronger and increases the ng+ level on items which means they can make stronger equipment
you can also get ng+ items by putting a second number into an itemset command
Why do people hate having the ABILITY to turn a setting on?
What setting?
Part 2 is probably the reason for all downvotes.
1 and 3 are 🤷♂️
Also, having a 3-parter gets an automatic downvote from some people.
They probably find it not useful enough to spend development time adding / cluttering peoples UI's and menus
Adding more to the UI is almost entirely the realm of modding though. So 🤷♂️
Tbh I really dont care if theres a million toggles for stats, if theyre default off it really doesnt matter. I just dont need the suggestion so I didnt vote
"Toggle to infinitely expand inventory" is a 👎 from me.
according to the suggestionn it looks like it caps at 32
Though I imagine the intent may be that you can set it to anything you want
X having no parameters means even if they did type exactly the equation they wanted, you could just type in 6400 and have 200 slots.
If the suggestion was to do a math equation to decide your inventory slots, I could see it being unpopular
😂
I'm not looking to add to the UI, just to pin elements of it to be always visible. I haven't added any mods as I like the original experience and don't want to change it, but my OCD makes me spam tab every 10 seconds when farming stones or wood
I don't understand that because you can just farm until you become encumbered, pop Moder, and run back. 🤷♂️
I have the need to always know what my progress is between empty inventory and full inventory.
Yeah... that's a "very-specific-to-you" issue, so the devs don't need to alter game for everyone to address it.
¯_(ツ)_/¯
Would a setting that can be turned on really alter anything, though?
It would alter the timeline for everything else that programmer currently has to work on.
Understandable
people automaticly downvote multi-suggestion-posts also
@zealous rapids #suggestions message
This kind of already exists. You can start a new world with end-game equipment on a higher difficulty.
I had a Valheim dream. I eas exploring a mountain cave, and within there was a chamber with a feast table covered in gore.
Invisible enemies walked around, and only their footsteps were visible. They possessed the meats on the table and corpses in the rooms corners. Killing the enemies just caused the spirit to hop into a new body.
It was such a cool idea I woke up and wanted to share it.
Spirit enemies what only spirit damage can permanently kill. Other damage can break them but they keep coming back.
Then later I heard Dark Souls has a similar mechanic
what a rad dream!
chair glitcher
I dream only of darkness
#suggestions message @rancid current There is actually, but for fists generally. But I support the suggestion.
While it sounds interesting, how to deal with those spirits pre-mountains?
Because the biomes you would possibly encounter a spirit that's able to "body hop" are most likely encountered in either the Black Forest or the Swamp.
Sounds like they’d be contained to frost caves
any ideas for an early game forge area i just defeated the eikthyr but i dont want the forge to be messy so if theres any youtube videos or suggestions please lmk
put it near the ocean access
I would recommend just something temporary for the moment, it will need to expand a bit in the next couple biomes.
You may want to ask in #building-ideas
Yes, I gave it some thought.
The spawners that currently make skeletons and draugr that can be smashed apart with any weapon are quite trivial to deal with. So the table of gore and some corpses could function as a ”spawner”, only they only spawn an enemy when the spirit hops into it. And when these spawners are broken they remain, and over time fix themselves, unless the player deals spirit damage to them. You could still disable them for a moment
you can build those extra pieces under the floor, on shelves or behind walls if you like. just make sure those particles are flying towards the workbench and not perfectly straight upwards, and you're fine
but you can build all of them close to the forge bench aswell
The "spawnpoints" wasn't the problem I meant.
You said that the "spirits" can only be killed with a weapon using spirit damage.
But that damage type unlocks in the Mountains. Which is after the BF and Swamp.
So if a player destroys the "spawn points" and the spirit keeps roaming freely, how are they supposed to kill the spirit if they don't have access to a weapon doing spirit damage?
Because you can't expect players move into the mountains for silver when they don't even have access to bronze yet.
Especially since you can't mine silver with the antler pickaxe.
Yeah it would have to be a post-mountain enemy
From what I understood of the initial concept, these spawners would appear in frost caves, so it's in the silver age anyway.
Fuling revenants. Former priests to the wizard king Yagluth
I could see that being part of the challange though. Enemies you can't deal with until later can be extra satisfying to finally give the business. 
@pure vine Why not just cover the gate...?
Oh I'm entirely with them on this one. If you're just building a fence, putting a gate on the face that rots is... odd.
Yeah, you can, I just think it kinda makes sense since the wood gate seems to fit the stakewalls on a certain building level.
Like... you can also do a roof around your regular wood walls too, sure, but there's a reason stakewalls exist to act as exterior walling and we don't, at present, have a gate that can ignore rain the way it does without building a roof specifically for that entry point.
well iron gates maybe i guess if you wanna dig into that
-# those won't rust?
But yeah, that's just how I think about it
It's really common to see roofing over gates, it helps preserve the parts that easily weather.
Eh, fair enough
Also those doors are also used in structures outside of walls, and far more often, it would make more sense to follow that logic.
#suggestions message There is nothing indicated about Ashlands and DN being parallel biomes, DN is supposed to be the end biome.
Was wondering if I missed something lol
It's one of those rumors with no evidence. 
Classic!
no totally but i was just thinking it would be fun to have a variety of glizzys
I don't see more of the same as fun, but alrighty. 🤷
Are entrails only used for sausages? As far as crafting goes? 🤔
yes
But-- sausages are also usable in a feast.
Ah, fair point! Typically not a fan of materials having such little use, but I also don’t think it’s worth it to add more food items for the sole purpose of giving materials more use.
Would be best to make rope craftable with entrails
what would the rope do? be another material with one use?
Fleshy tube rope. 
That’s a good point. Might as well make a build set using entrails. Flesh walls, flesh tables, etc
a wall of flesh?
Now we’re getting somewhere!
All roads lead to Terraria 
🤔
Ammo for harpoon
Duh
why does it need ammo it already has durability
i hate that current ranged ammo is consumed instead of using durability too
?
instead of crafting 100 individual arrows that you spend you should just craft one arrow/quiver item for a higher price that loses durability when used
so you re-fires the same arrow over and over and over?
yes, take one durability from the item when it's shot and it can be repaired later
you craft a melee weapon once and use it forever, why arent ranged weapons the same?
Ah, so say you craft an iron arrow quiver, just equip that and when you fire a bow it takes durability from both pieces?
yes!
oh. that's what you ment
Because ranged weapons shoot off their material. Send a arrow over the worlds edge you won’t see it again
Though that said magic weapons do have durability and no ammo
Not sure how I feel about quivers, neutral I think. Would need to come along with a nerf to bows tho
even if nothing happens bows need a nerf
I actually like that idea tbh lol
the dps increase on bow skill is way higher than other skills so they feel too weak at low level and too strong at high level
I usually hear "this is OP, that is OP"
isn't balanced when pretty much all weapons are OP?
Kinda yea, though everything being too OP isnt fun
That said Valheims weapons/armor are actually really well balanced imo, with the exception of a few big outliers that might need to be tackled (bows, atgeir secondary, nature staff, protection staff, root harnesk)
well....
the game isn't ment to be dark souls Valheim
so you should probably play on hardmode all the time
As in there’s intended to be gaps in the power of different types of same-tier gear, or just that the gaps are a minor concern because the game isnt too focused on balanced combat?
But when you have realised all enemys are rooted as they attack you basicly. you can just breeze
each indiviual attack has different movespeed and turnspeed multipliers
having the game perfectly balanced isn't something we need to do. it's not a competitive game
so balance is more what feels good, for us
unless things are whack. like early bows at level 100 was whack
then we probably aren't going to do much about it
Fair, sometimes balance can make things less enjoyable for people
If you play alot of RTS. you sometimes feel when the balance is to perfect.
it becomes just rock-paper-sissors boring
Ive definitely noticed there’s big patterns in a lot of games between build composition / strategy and mechanical skill. Something like an RTS it’s usually not as reflex/aim/timing based, so just going for the right strategy is what matters. Or a game like borderlands you make the right build and you can win the game blindfolded by just clicking left click
And then other games require more in-the-moment skills. Valheims feels like a decent mix to me, which does make it very fun
This is one of the reasons Campaign is a lot more populer with RTS. Get a big power fantasy. 
i definitely agree with the most recent suggestion involving crafting of items. if the slots will be empty after crafting an item you shouldn't have to empty a whole extra slot
many other games have this
Oh I get it- like if crafting an item frees up a slot(s), then the crafting can still happen? 🤔
The only time I can see this being a problem (admittedly, I’m nitpicking!) is if you pick up more of said item while crafting, somehow.
Personally it doesn’t really bother me, I don’t mind one way or the other
I imagine the reason it doesn't work that way is because of how stacks function and how the game takes away from stacks when crafting. For example if you had 9 stone in one stack and 1 stone in another stack, and an item takes 8 stone to craft, that 1 single stone in your inventory won't necessarily be used, and rather 8 stone from the stack of 9 will be instead. That would cause your inventory to still be full because all of the slots are still taken up, even though there would technically be room if the other singular stone was used up instead.
Is there a reason there arent 1m versions of certain things like darkwood beams
I recall a point being made that the devs are unsure how they will proceed with the UI surrounding certain objects in the craft menu. It was mentioned they don't want to fill up certain tabs/slots before finishing the game.
This is why when players suggest things like a variant of every sign, or more banner colors, I'm hesitant to upvote-- though obviously I wouldn't mind.
Im too noob to have a perspective on it but the game isnt done and they have a suggestion tab for a reason, it wouldn't cause any harm to up vote it
Absolutely, it just makes me want to reserve my votes for built objects a bit more, for things that I would deem necessary of taking up a slot, or really excite me.
I don't suggest anyone else think as I do, it's just me thinking out loud really. 😅
And it doesn't do any harm not to upvote it.
This one's a no-brainer imo, it makes a whole lotta sense that a gate is built with outdoor use in mind.
put wood gate next to stakewall, imo it looks out of place
My solution is usually to use double gate and put 26 deg wood beams over it, they protect it from the rain and it doesn't look bad
I used single gate and rednecked thatch roof above it XDDD
looks bad but works
Wood cross works for single gates. Alternatively, you can build a whole gatehouse over it
so do folks thumbs down suggestions based on it being recycled or is it supposed to only be "i wouldn't want this" because i feel like there's no real way to know
but i do feel like some people do
I wouldn't think people thumbsdown things for being a repeat suggestion
I'd think they either give it a thums up/down depending on if they like it or not, and then also a recycle if its been mentioned before
OR if it's been mentioned before, give it a recycle and not bother voting
I usually downvote something if it doesn't seem like it wouldn't fit the game, or if it would take away development effort from more important things.
Example: A flying dragon mount would be really cool, but that doesn't fit the game very well. Also, I would love to see some more PoIs added to the game (especially in Meadows and Plains), but that would take a lot of time and effort away from DN development.
So while those are both things I am certain I would enjoy having in Valheim, I would downvote both ideas because I don't think they should be implemented (at the very least, not right now).
Not typically, no. I’m sure there are examples of it happening (some people have downvoted ideas because they don’t like the person who suggested it lol)
But it’s few and far between, and is usually just ignored.
I’m pretty much the same as TungstWn, though I’ll also downvote if there is a considerable lack of detail on a suggestion 
edit: or if they’re particularly snarky or asshole-ish 
yeaah, i tend to if i think its unfitting. i wasnt there for its posting but i saw like a suggestion for forest gnomes or something and its an innocent suggestion but i really dont think that goes with the game
Yeah, think I remember that one. There are definitely times where you can tell that someone has a passionate idea and that they love the game, but sometimes ideas just don’t fit into the game. I always feel a tinge of guilt downvoting those, but it is what it is 😂
some suggestions can be hard because i'm not sure if what's being asked to be changed or implemented is asking to change something the devs intend if that makes sense
for example, my recent suggestion. if it's intentional design by iron gate that when you're i guess drawing the bow that it doesn't release at whatever level its at due to stamina depletion. if i knew its how they wanted it i probably wouldnt suggest it
Yeah, I think I get it. Like sometimes people suggest things for the Deep North (which I understand to an extent, obviously haha) but sometimes the specifics seem to step on the toes of creative control.
Something I like to remind myself when I’m making a suggestion is to try and get the idea across, but be vague enough to leave creative jurisdiction and interpretation to the developers.
yeah, or like the berry thing. i know you can plant later biome food stuff and i guess people see the fact that the berries aren't plantable (rasp,blue,cloud) as some kind of oversight but it may just not be because those resources can be plentiful when you find them compared to finding like 2 jotun puffs
cloudberries are especially plentiful
If you want to be super specific, just say this is an idea on how X could be done. Trying to say this is how it should be done, so do it this way NOW because your current method is terrible... I mean that does not exactly sell your "suggestion" very well. 
As for barries, we do know that it is a cognizant decision to not allow them to be planted so players still have to go out and forage for them. Get players into the world more and less holed up in their base. Weather people agree with that decision or not is up to them ofc. 
i guess some suggestions can feel kind of passive aggressive when they dont just plainly state the idea
oh, i figured so. i just didnt wanna state anything cause i hadnt read it anywhere myself
i like exploring
Yeah, a lot of people want to plant berries so they can have farmable resources at their base. Personally, I think Minecraft has instilled this idea in peoples brains that every resource should be farmable from the comfort of your base 
And yeah, going off what Zion mentioned, sometimes I can like the concept of an idea but be opposed to the implementation.
i should have just said the rancid remains suggestion with dead raiser up to the devs discretion
i know its just another melee skeleton basically but i thought it would add some extra flavor to what you get out of dead raiser and its kind of the same tier of skelett. i think its a cool mob
Ahh yeah, maybe! Looks like it good some decent reception though!
Personally, I disagree with having it be tied to the current dead raiser. Having 2 variations of summonables has already presented some challenges for folk.
I agree it’s a cool mob. Now, if there was an upgrade path- say via the gems or something- I could get on board with that potentially.
i guess a 3rd thing could be a bit frustrating if you really want the archer one or something and you already keep getting the melee skeleton. i still would like to see it somehow. i think it'd be fun. on a side note i've been hunting that trophy. tough one
i like the gem idea
Could potentially just convert melee skellies to rancid remains outright. Make them more durable and have a bit more damage per swing to compensate for the archer skellies being able to attack from afar.
@ember lily though I agree that the raids that don't get turned off are just annoying when you get better gear (I experience this a lot playing on max raid rate), I don't think mob numbers is the issue. I think those raids just need to be turned off after a certain point, makes no sense being raided by regular skeletons when you are in ashlands gear, no matter how many there are
the summoned skeletons already have unique stats, why would they have to be rancid remains instead of just being stronger? the poison damage would also make them significantly weaker overall, especially in ashlands
hm true, might be better
sword skellies also already has slash damage which (generally) is better than pierce at that point in the game. But that said I do agree the bow ones feel a better than sword ones right now
let the melee skeletons block while not attacking, if an enemy times their attack wrong they'll get parried 
I still wish enemies with shields would actually use them. Not parrying, but at least having small windows of blocking
Would also love this, but unfortunately I don’t think this is something we’ll see 🤔
Same
#suggestions message
why not bilebags?
Because then you have less for Jotun Bane. 
@safe dove i agree with your idea about the burnt trees, but it could be a weird coal cheat
You can currently burn an entire stack of logs for a stack of coal with fire spread turned on. This would mostly just be a very cool visual change.
Why can we plant other things but not berry bushes?
Devs want foraging from biomes being part of the game.
Mod mail is the way for that.
Justice for my boy Haldor
I hope haldor freezes
In fact make him a boss and let me kill him and steal his stuff
@bitter lodge not sure why you felt compelled to write up "fix bug" in the #suggestions 🤔
Idk, it's fun when those fluffy goobers start practice acrobatics. 
It's gone 👌
we have a super long list of bugs to fix. but unless it's game breaking. we fix them when we have time to dedicated to bugs
I didn't even think of it as a bug tbh, which is why I initially put it in the suggestions channel
It's a few problems coming together. Pathing happening through walls/fences, collision interactions giving unwanted results, and tames escaping/damage surroundings as a result.
@prime plank Achievements will be added in 1.0 update.
Thanks for you message!
No problem, it is just suggested many times already and answered as much with the same info. 👍
indeed 😄
I'd be down for DN mace being a flail instead
would be cool, but properly animating flail is a headache. Lots of work with physics involved, not sure if devs want to spend that much time with it
I just spent 10min trying to get this idiot from up there, omg it was so annoying XD
second time it happened, just come and fight like a real... burning skeleton
Have you ever considered a catapult

honestly I can't see how to angle it right
#suggestions message ur doing it wrongly in my opinion
Just takes some practice. 👍
There are machines for a reason
Luckily the ammunition for it is very cheap, and everywhere.
yeah, to break the walls, not to reach an enemy who don't want to play the game
The battering ram is for breaking the walls, the catapult is for the enemies.
but he wasn't on the wall, he was on top of the tower, he couldn't harm me and its twitcher were summoned up there too
it's clearly not working as intended
Sounds like an easy kill with a catapult to me, but you could always build upwards and snipe them.
I've had those tower warlocks cause some real issues for me before, so there are cases where they work.
This is the first time I've heard that they're not working.
my sample is limited, I only had this situation twice, a warlock stuck on the roof, putting fire under his feet and summoning an army of twitcher doing nothing
He’s being smart and staying in long range 
Very much intentional design, up to you to figure how to navigate it 😁
They’re really annoying to deal with- but that’s kinda the point
so you think it's intentional to have an enemy that can't defend the fortress ?
You mentioned he’s summoning mobs- sounds like he’s doing his job 🤔
yeah, on the roof, not down in the fray
I'd agree with Val, feels odd to have enemies on top of the tower
But I think that is very low on the list of my concerns regarding fortresses
they don't do anything either
Ah, in my experience, I’ve always had them summon enemies on the ground from the top of the tower
because the spikes on the roof block every projectiles, from the warlock and from the twitchers
Yeah if they’re getting stuck and becoming ineffective, I see what you mean.
I would have no problem with them if they could contribute to the fight ^^
that would be annoying to deal with, but it would be gameplay
if the enemies never gotten stuck in this game, it would be much harder
For me, I feel like there’s always an archer or warlock up there pelting me with fire and arrows haha maybe sometimes they spawn funky or something?
I think it happen when a warlock get stuck between a corner of the roof, the spikes and his summons
True, it would be great
#suggestions message
a search bar, or a sort function. Sort alphabetically, by biome, by workstation level…
hmm ice fishing
#suggestions message Individual upgrade stations don't unlock specific recipes, it's just the total level that does, so such a change wouldn't make much sense.
tin by itself? like, not counting turning it into bronze first with copper right?
i wouldve sworn it was less than 10 because all i can think of off the top of my head is the butcher knife
oh, erm if its not allowed to be used to make bronze, ehmm.... are you gonna ask for more recipes for coal as well then? edit: oops bad choice coal is used a lot
Why wouldn't you count that?
it does count technically as using tin for those recipes. i just was thinking more in terms of the tin bars themselves when not used in bronze first
I think that's kind of the point though. Even in our world, Tin historically had little use outside of making bronze.
knowing this context makes the suggestion kind of poor. that's my bad
that's why we have this channel to talk about it.
only tin related thing i can think of is roofing and that does not sound like something that fits
Yeah, actual tin ingots in Valheim only have 4 uses, including crafting bronze.
@rough ginkgo Why asking for something that's already there?
Might be asking for them outside frost caves I think.
I could see tin decorative items. Tin plate, tin cup, tin pan, maybe fork knife and spoon?
@waxen coral The world isn't meant to feel alive, it's a barren realm for banished enemies/betrayers of Odin.
yeah its forsaken not lively
Boat designs? Ehh?
What does this even mean 👀
Maybe, just kinda depends on how it’s implemented 🤔
Maybe like different sails or decor on the boats?
Different wood style? Boat decor? Different carving for the bow?
Kinda like the shields. A red and white boat, blue. Idk, for now no changes to the physical design. Just paint.
Ye
That way when I play with friends and we all have boats, we know who’s is who’s. Feel me?
I would be fine with it if it were handled outside of the crafting UI, so different colored boats don't clutter the remaining slots.
Maybe cycle different styles using Q and E while placing the boat? 🤔
Also, just an undo button while building. Or is that a bad idea. Just go back one move.
Eye color customization?
There is an undo button, it's the destroy button. 😅
I haven’t gotten super far into the game but I have a wild idea. There is gold in the game and I know you use it for traders. When you spent to your content, is there any purpose for it? What if at the final NPC you can buy a fast travel license. You could only teleport back to your bed marker and nowhere else. ???
Well, when I’m building and try to break something and miss. I just suck but when I break a random thing then I have to remember what it was and replace it. (I do complex build styles so it ain’t just a wall)
I wanna smelt coins into ingots I can forge into weapons I can impale dvergr with
What is a dvergr?
The people stealing your money to make machines that use flesh to make things that give them power
.
No thanks, I will skip that part.
Cant
I will befriend them
Why not? They might just wanna hug
Oh, they dont.
They want your precious jewels
Everything but hugs
What do you guys think about a progression locked feature that allows you to connect any amount of portals to it and it functions as a one way transfer
My take would be a silver mirror that takes one dragon tear to make
they're peaceful if you don't attack them or their things....lol. I try to never anger them
the traders fufill their role, but the Mistland natives don't require anything from you. They will protect you by fighting the enemies if you're in their vicinity
I don't see a need for it. Portals seem to fill that role just fine.
Do be aware that Iolite weapons' chain lightning will hit (and aggro) them even when they're neutral.
As a silver mirror it could also be used as decoration
Not in the caves, like lakes on top of the mountain outside the caves.
@chrome hawk you're playing what on Mobile?
I dont really know how I feel. I played with a mod that did that, it was kind of cool, no portal clutter, but i really dont know if I liked it any more.
Your game. “Valheim”
on a mobile phone?
Ye
did you even read the #rules-and-info before you joined?
I just did, does it ban mobile play?
Why would you want that when you can already have 2 way travel? I don't feel like saving on space or materials is worth the massive loss in convenience of being able to teleport back again.
It’s not meant to replace 2 way travel but be another option alongside it, and have different use cases, they’d be perfect for multiplayer as every player with a silver mirror would be able to have a ‘hub’ portal from which any portal with the same tag goes to it. The use cases you are describing with going back to the location makes the two way portals the correct way to go about that
I can already do that just by dying. 🙂
I just read the entire thing in depth and I didn’t see anything regarding offense to mobile.
Maybe I’m doing a bad job explaining the concept then
Sorry bad joke, I understand. It's like a Hearthstone in WoW.
@frank badger whatchu mean stronger? Surtlings have the same health as greyling and 10x the damage
They're weak because you're always wet and thus resistant to their attacks when you emcounter them
They can actually be pretty dangerous if you fight them dry in bf/swamp gear (there once was a bug where you could trigger the surtling raid from the start, that was pretty dangerous)
That's What I said. They're as weak as greylings
And their attack is also extremely weak
Well you said they're weaker than greylings, which I wouldn't say is true
But I'm more trying to get at what does "stronger" mean? More damage? More health? More resistance? Faster attack speed? Ability to fly? Ability to go through walls? Higher spawning?
I can see if you feel like they get killed very easily, only having 20hp and taking damage from water. Though I think that's kind of the point of them
I don't personally think their damage is weak, 50 damage is pretty solid by swamp stage, but I do think they're also kind of supposed to be a "joke" enemy. Enemy that deals fire damage and takes damage from water lives in... swamp... where there's water everywhere and players are always wet negating their damage
I do think it would be interesting to see them somewhere else than just swamp, where they could live more up to their potential. They used to inhabit the ashlands before the update.
I suppose there's also the surtling raid, that one can be pretty dangerous early on
Meh
Stronger means stronger... More health & damage
Even during their raid they're nothing but a nuisance
For an experienced player maybe. For a newer player you can easily die to like 3-4 hits from some surtling in bf/swamp gear
Lowering it to 2 hits may cause frustration
Honesty it’s always kinda baffled me that surtlings… just kinda exist in the worst possible biome for the them 
If a surtlings life span is greater than a 2 day period, it’s a miracle of life 😂
Yeah
They should buff them up by 50-100 times and move them to the Ashlands where they actually belong
Each surtling would do 5-10x the damage of Lord Reto 😂
I wouldn't mind surtlings in Ashlands tho, biome needs some fire damage
Yeah idk why they didn't put them there instead of the swamp. Literally a joke enemy like you said
They used to be in the Ashlands, before it was released
I think their placement definitely seems gameplay oriented providing an easy way to kick start a smelting facility in the swamp biome, the surtlings serve their function well so I don’t see the need to change them, a mini boss version of them could be cool I guess
old development videos show that surtlings were the swamps first unique enemy
This is a new marshland biome im working on. This is still a very early pre-alpha version of Fejd so please keep that in mind.
That dummy character is funny
Well ok but they should've made them stronger anyway
the wet effect makes fire go away faster so fire damage is never going to work well in swamps. surtlings should do mostly blunt damage with a low fire damage just to give the burning effect, like dyrnwyn’s fire.
Yeah
Idk why they put them in the swamps must be a joke
It's the one place they shouldn't be in
Surtlings definitely are goofily weak and anti climactic when you fight them the first time
If I had to guess why surtlings are in the swamp, I would assume it's so players have easy access to cores and coal while there. Iron generally needs to be processed in very large numbers, so having an easy ability to build more smelters is nice, plus none of the large trees that grow in the swamp drop exclusively normal wood, so making your own coal on-site would be needlessly laborious.
Are surtlings comparatively weak due to the circumstances of their biome? Yes. Do they still serve a useful purpose? Yes, provided a player is trying to operate within the swamp.
You can farm 16000x the amount of coal by burning wood in the meadows
They probably make sense thematically, based on swamps, probably, theyre just weak, thats the point
As far as I'm concerned, they're just cores and coal that need a little convincing to become collectable.
I wouldn't mind if Surtlings became a night spawn as well.
They're not a problem, but could present unique interactions outside of the swamp.
They remind me of under water geysers that supposedly helped start life so I like them and I think its cool theyre in a swamp but yeah the issue is still that they insta die on spawn or wooden arrow
Even without player intervention, geysers seem to spawn as pre-made mob farms for surtling cores. Which I think is kind of a shame to be honest, because surtling cores are a really cool resource and I think it’s cool that they require pretty in-depth exploration to find.
Agreed
#suggestions message imagine magic beans that make bean stalks? Giant beans? Could give another use for tin, "can of beans"
I assumed the inspiration was how when piles of matter decompose beneath he surface, it creates a supply of methane. Sometimes it builds up so much and is so compressed it ignites, making a fiery geyser, possibly the inspiration for swamp wisps! I assumed the surtlings in the swamps are like the grey dwarves there, souls clawing their way out of the ground forming a body from what’s around them, in this case fire and rotten bodies.
It's a good idea, but realistically, it would have to be something Norse or Norse-inspired to fit the theme of the game. There may actually be a Norse equivalent that I am unaware of.
i like that i dont have to be in black forest forever though with the surtlings
Norse farmers during the Viking Age cultivated and consumed various pulses, primarily broad beans (fava beans) and peas, as a staple source of protein. Alongside staples like barley and rye, Norse farmers grew broad beans, peas, onions, and turnips in small plots. Beans were a key component of thick, hearty stews and porridges that fueled daily life and maritime journeys.
Sounds like all we are missing is beans
Porridge ✅️ turnip ✅️ small pots ✅️ barley ✅️ stew ✅️ beans????
My suggestion for UI scaling is gone. Why?
Just because the Norse people did something in the past, doesn't mean it has to be added to the game.
They also have been hunting beavers, falcons, rats, foxes. Should those be added to the game as well.
They've also been eating cabbage. Should that be added to the game too?
This game isn't a "Viking life simulator", it's about slaying the Forsaken in a world that's cut off from the World tree.
A "Viking life simulator" should happen at Midgard. And that's not were we are, but what we left before entering Valheim.
Assuming because it considered things that aren't officially supported by the development team, and is inherently off-topic(or nonsense).
What’s wrong with UI scaling. It’s not nonsense.
Or just a hot bar scaling
You spoke of it being an issue on mobile, where UI is already scaling for supported systems.
It was hard to see. I just want it 20% bigger. 😭
🤷 Play on a supported system or deal with it.
they where in both ashlands and swamps
valheim already have Scale GUI
and
play on supported systems.
Yes but that comment was specifically in response to “surtlings should be in the Ashlands”
possibly 🤔
Depending on what one considers "mobile," the Steam Deck could count, and Valheim is supposed to be coming to the Switch, is it not? Not exactly large screens on those things.
they use to live near their nice crashlanded meteors in ashlands
valheim was one of the first games on steamdeck to be be 100% complient and working
so the text is big enough for switch 2 aswell
As an owner of neither platform and someone with innately good eyesight, I can't say one way or another if someone with worse eyes would agree. No idea how extensive of UI scaling exists on those, or how they look at full size.
it's the same on all platforms
you can scale to 115% already
the reason for 115% being the limit. is that the GUI will litterally stretch the entire top-to-bottom when you open your inventory + biggest chest in the game
#suggestions message Giant mushroom trees 
I love that suggestion, it reminds me of fairy rings which are awesome ❤️ not a big push since vikings believed in a variety of beings
Had to look up fairy rings 
That’s honestly super cool!
very much mushroom biome in minecraft
Yep, very weak mushroom biome in my opinion 🤔
Someone is mistaken Valheim for a Tamriel province.
Honestly, giant mushrooms would fit better in Mistlands for the vibe.
Now we're just making Morrowind
#suggestions message no my blueberries are for zoomies
fair enough. I just would like them to be used in a food that represents them in the icon. Also something past Muckshake 😛
@coral rivet We can't be certain those are blueberries, for all we know it was originally designed to be made with Magecap, which is blue.
I see little blue dots, and Omelette, my brain thinks Blueberry
But I can imagine a diced-up Magecap instead (although the mushroom part is already covered by the Jotun Puffs)
Yeah, I just mean perhaps it was the original ingredient instead of Jotun Puffs, but was changed later.
#suggestions message
Maybe I should've wrote ONE Blueberry instead of 2. Oh well!
Just something to consider 🙂
3 eggs can feel a bit expensive 🤔
I was put in time out for my legit response.
Banned to the shadow realm
I dont even know how to say what i said in a different way its not even bad but its probably a trigger for bots. Basically u do nothing for chickens. U have to do something for berries.
I’m really curious what you said that triggered the bot 😂
Was is it chicken related?
…another name for rooster, maybe?
It does always concern me that there are no roosters and they're all hens 😂
It was related to human currency terms i think.
This feels like a riddle lol
I came up with one answer, but there’s no way it’s what you said lol
Well i cant say it again lol. Some enemies are passive. Some are aggressive. When something large approaches, you yell, "INCOMING"
I didnt take your reaction with ill-intent, I know how important Ratatosk mead has become 🙃
Passive aggressive enemies when? 😏
It was a silly response tbh. I dont mind getting blueberries. I like playing the game. I would have changed it to up vote but i think someone mentioned the bits arent actually blueberries?
I think they theorized the blue bits were meant to be Magecap
Ahh ok. Well if theyre blueberries...
Looking at it now, personally I see diced magecap. At least, that’s my interpretation 
There are some types of mushrooms that can change color under some conditions, jotun puffs could have similar properties and the specific conditions for it to happen are only done during the preparation for the omelette and not for other recipes that use them.
I see diced dvergr 😈
I don’t know why, but it just hit me that omelettes are made with Jotun Puffs and not Magecaps, guess I was misremembering!