#suggestion-discussion
1 messages ยท Page 97 of 1
Never underestimate the roly poly
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I am a tank. I don't do dodge rolls.
Valheim is also Souls logic combat
I think once you learn to proc iron brooch more you'll be back in business. ๐
smiffe will bloodstone weapons get buffed?
PLSS THEY ARE SO WEAK
Adrenaline only gets up by hitting things or getting hit.
Uh, nope.
or parrying and dodging but you dont use either
I mean.. guys.
ask as much as you want, but I can't answer ๐
If I avoid getting hit, or am not hitting things, adrenaline will go down VERY quickly.
but I can tell you. dodgeroll will keep you alive ๐
what if i bribed you with some nice icecream
You don't use like two of the most important combat mechanics than strat complaining
It really doesn't go down at all. ๐คจ
Dodging and parrying are the essence of a combot in a fight
You don't understand Ahmet, but that's fine.
You don't understand how to play the game so sure
You are criplling yourself and than wonder why the game is hard
Sure.
Try not to be insulting, it's okay that some people play differently.
I BEAT the game!
wow want a medal?
Fuck off!
This guy is complaining about combat but he ain't dodging or parrying and refusing to do both
That's like 50% of Valheim combat
Neither of you two are "winning" here, please stop.
Opinions are just that, nothing to get worked up about.
be kind to games and don't use blunt force ๐ฅฒ
True
after some testing in game, it seems a blood mage with blood ashfang is quite good
I'd have a hard time defending a blood weapon build with less than 2.5 hp foods
you can do it but youd need the best eitr food
Just make it the adrenaline gem and we can pack it up. 
like that idea
It just feels like if you don't go 3 hp foods, the buff from blood compared to lightning is so negligible even at super low hp
i would like if it actually bled the enemy
It's not originally mine, but I like it too.
or did more stagger
see this would be a great addition
yeah but then it doesnt really fit blood
than rename it to to power stones
Some have suggested lifesteal, which could be tuned well enough I imagine.
thanos stones
add 3 more stones in the deep north and it's perfect
A fist weapon that just dusts enemies.
we needed more fist weapons anyway
I agree, but I'm biased, they're my favorite weapon type after using them on my last playthrough.
Makes me feel like Wolverine
Especially the vile oone
I feel like if fist weapons are added to Deep North, I will find fist weapons a balanced (maybe slightly strong) and viable main weapon to beat the game with
Just definitely gotta pick up a secondary weapon in Ashlands to make your life easier
and maybe in meadows too
Ughh it's just too weak to use in in Ashlands
But great everywhere else
I'm actually surprised at how viable bare fists are in BF dungeons
the kick works wonders
Ashlands is the only biome I'll still lean on old faithful weapon types for, like 2h axes or magic.
Ashlands is just combat on top of combat and even more combat
It's boring after yoou killl your 1532 charred
I'm in the habit of bringing them to dvergr to deal with.
i probably should do this but i keep killing the dvergrs
the boxes drop flamemetal so I loot any of their structures
Ashlands keeps me pretty engaged
But I also play very high-stakes so it kinda gets the adrenaline pumping. I can see the endless hordes being menial to slash through anytime you want to go somewhere
tbf the ashlands is meant to be you attacking an army
its very warlike for a reason
I am not saying it's bad or anything
Just that it get's boring fairly quickly
You can at least explore other biomes yk and run around, Ashlnads is just lava and stone with not much to explore
I find it to be a heavy metal experience, I put on some heavy music and cruise about trying to be a badass.
@marsh radish have you missed that we have free added the dedicated server hosting software?
๐
If the rumors I've heard of Deep North being more peaceful with pockets of big hostility is true, I'm rather excited for that. It will be a nice change of pace
Devs hosting all the players servers can get quite expensive
Yeah theres already multiple options for this
I have never once heard this mentioned? The people I play with still pay 15 monthly to host us. How does this work?
enable tools
in steam
The only options I've ever heard of after months of playing with others and discussing dedicated worlds are to pay or have your device running Valheim in the background 24/7
If I understand it correctly, you gotta keep your PC on 24/7 to host the server (if you want the server to be constantly up)
else. we would have to enable backdoors into your PC or steam cloud and that's against a metric ton of laws and rules ๐ค
but, it's free
this? i never knew this existed
Which is simply not very feasible. Particularly if you're device is a laptop. It would kill your device to have valheim running all the time. And how does that even work you can't be permanently afk in the world to keep it open?
if you have a shitty old computer you can install it on that and run it 24/7
Granted I don't know anything about how that side of things works. But....isn't it something you could program into the game menu settings itself? Why do you need access to the user's device in that regard?
Agreed. I think it's more for people with a "throwaway" extra device and at least some modicum of technical understanding, never used it personally
Hosting sites I've been very happy with tho
I don't think you have to be ON the server. You can host the server with 0 people actively on it
So my suggestion still stands lol
Why do they need access to the user's device? Because something needs to run the server
all servers are computers and all computers can be servers
Ye, it would be very nice. I just don't think it's very feasible for a small game studio to invest into providing EVERYONE servers. From my understanding that stuff is pretty expensive
I don't want to sound mean.
but if you don't understand how this works, maybe it's not for you
I'm not sure how popular it would be. I know some ppl would love it, but a lot of people also play singleplayer or only when their buddies are online anyways
Then it would still make more sense for them to offer dedicated servers themselves for a price that you pay once
if we had a dedicated setting in the client itself. you would have to close the server each time yourself want to join your own world after you hosted it
I'd assume they have enough to deal with with game development without having to be server host middlemen
but if we have a client, and a dedicated server program. you can run the server always, and start the client and join the server when you want to
free server hosting for 14.000.000 players will make us go bankrupt within weeks
just so you understand there is actual costs in real money involved
I get it. I need to research how/if other games do it. Maybe it's something that is too big for Iron Gate to do at this point. But even so at any rate the suggestion can still be used to gauge if someday a solution could be reached to make it more straightforward
litterally every single game either supply a free dedicated server software. or they partner with some kind of hosting service
You already have multiple options to leave your server online 24/7. I'm sure they don't wanna throw away money at another solution that just is more work for them.
just some ot the games I have. that supplies free dedicated server software ๐ซก
Well 2 options lol. If there's no way to do it at all, I guess that makes sense. Just sucks its the way it has to be. Since for me I can't do either I only have a phone and laptop lol
- Leave your game running. 2. Run the dedicated server tool. 3. Pay for a third party host that does pretty much all of the job for you.
smiffe, changing the subject a little but after the deep north biome, is the game just done and you guys will move to another project or are we going to continue getting biomes, weapons/etc?
so far we've gone to midgard, jotunheim and muspelheim, where else could we go?
my guess is we're either going up or down
up to the tree and maybe asgard or down to svartalfheim (where the dwarves come from)
Can you explain what the dedicated server tool does/how it works, please? I assume there's caveats I'm to unaware of since everybody isn't doing it that way
1.0 is the last major update/biome as we've been told.
you simply have to set it up, then run it as a small program on your computer and it will run the world 24/7 with no character online unless you or another player logs on, and time will be paused if no one is online
Yep. Nothing good can go on forever sadly :(
man my world is so old, we've had it since 2017 i think
Alright, I'll look into that, thank you. I'm shocked I've never heard about this until tonight
ive avoided exploring too much so we can play it with the updates
doubt. early early alpha for ppl started in 2018 i think. early access started in 2021
then 2022 probably, my memories just shit
um. we will sit down and discuss that at a later date.
i'm curious how does it feel to work on the same project for so long
but don't expect us to add compeltly new biomes and such. it's been said before that it will be more of QoL and bugfixes after 1.0
The game is not a MMORPG with continious new content over 10+ years
you can see in steam when you bought something
smiffe, i dont know if you know this but the world has a huge good mmo shortage right now, wow, and gw2 havent been great for a very long time and ff14 is the only decent one, if you guys expanded your team and developed a mmo out of valheim, i think it would make a ton of money for you guys.
besides, adding new biomes would likely screw with existing worlds
again, there is a huge shortage of good mmos, ashes was a scam and the riot mmo is in development hell
theres a big opportunity for one
that's a completely different game lol
i know that, mmos are extremely expensive to make
its just food for thought of where to go next
no. just no
valheim has the dna for it, you'd only really have to make quests and npcs and you're pretty much done at the minimum
just the cost behind makeing a MMO is immense
true
It the game were to go that way I feel like it would only be if Iron Gate sold the game to a much bigger company who took it in that direction lol
I've played alot of MMO's myself and I know very well alot of them just keep on falling or early dying
and we would never do that ๐
Huh I wonder why they don't do well. I've never played a game like that but they sound like heaven if it's a game I'd enjoy like valheim
a lot of things can go wrong
but so much can go right too, valheim has the potential, is all im saying
in terms of mmos, what constitutes a shortage?
there isnt a lot of fresh blood, but there is a lot of old blood and it's all still around - EQ 1 and 2 are still running and see updates, WoW and FF are still top dog in terms of players, etc.
wow and ff are the only ones around worth playing
I feeeel like that's matter of opinion ๐
do you play either? i ask because the communities for both frequently also play other mmos just more sporadically than the main two
if a new one came around that was better then them though and that would not take much at ALL, it would attract huge attention
i play both yes, alongside swtor and eso
you added two, of your own volition
ive played wow for 18 years and ff since heavensward man, i think i know what im talking about
valheim has the potential for a great mmo, is all im saying
im trying not to be snide but this is such a strange thing to say, especially when it requires comparison against me that you lack context for
idk, i dont want to bog this down with just being mean, but the whole point seems contrived, smiffe compared the constant additive content to mmos when there are better comparisons to draw that are closer to the vision of what valheim is at its core
terraria, core keeper, ark, conan exiles, rust - all distinct in plenty of ways but within the same sphere and still receive updates, valheim doesnt need to become an mmo to continue receiving support, and i think drawing this comparison just muddies the water on communication
for the record, i would also like to see valheim get continued support beyond 1.0
but suggesting that valheim become an mmo doesnt really evoke the same thing
btw, there's an indie mmorpg started by two people called project gorgon
i'm not suggesting that Valheim should become one as that is a completely different genre and i'd abhore the idea
you asked me if i played either
i did, and i decided to delete the rest of this response because i was just feeding into what i said this would cause
valheim get more update later; good! agree
MMO is a rather broad label nowadays.
You could theoretically set up a server, up the player limit to 1000 and it'd fit the bill, no?
guess it would really depend on who you ask, as long as it was a dedicated server id agree though
One server with many people, sure
But valheim the "MMO" with MMo elements sounds stinky and garbage
I would label a MMO something that has:
- Daily quests
- Repeat quests
- Boss fights intended for groups
- User <-> user intented interactions
and so on
Saying daily quests is part of mmo is depressing
I hate daily quests
Battlepass!! Daily!!
MMOs are so dead because of these
i audibly groaned at simply reading the phrase โdaily questsโ
#suggestions message
I love this actually. I started playing with fire on because fires were more interesting, but someone told me about hitting wood with a torch and i feel like it broke kilns for me, i cant not just smack a stack with a torch but it hurts a little when i do.
#suggestions message fire hazard on is a non-standard setting, it's no more cheese than using any other non-standard setting that can give advantages over normal baseline gameplay. It's also a choice to abuse the fire hazard setting to farm coal, or to use any cheese for that matter. Cutting the amount in half won't change that.
Cutting it in half makes it a truly sub-optimal way to farm coal, making kilns the best method of generating coal again. It solves the problem of the fire hazard setting invalidating making kilns at all.
Cutting out the waiting time is what makes it desirable, and wood is so abundant that even losing half isn't that big of a deal. Practically guaranteed people will still abuse it. And at the end of the day this is still a matter of people with personal issues that lack self control, that's entirely on them if they are intentionally using cheese and ruining their own experience. Taking away or reducing the cheese doesn't solve the root of the problem.
People take optimal choices when playing survival games. If the only thing a kiln does is make a maximum of 25 coal slowly, its a no brainer to convert 50 wood into coal immediately with a torch. Calling it cheese when its the game mechanics working as designed is a bit of a stretch.
If setting 50 wood on fire gives you 25 coal fast, im fine with that. There is still reason to make and use kilns.
Intentionally setting stuff on fire to benefit is what makes it cheese, when fire hazards are generally meant to happen when you don't intend for them to and they're meant to be destructive. I can agree with the idea if the destructive part is the reason for the loss in return, but if the reason for the change is because people lack basic self control, then I simply can't get behind supporting that. That is something the individual has to fix themselves, and that personal issue will still exist with or without the change.
As it stands there's no reason to make a charcoal kiln with fire hazards on. You already have mass producing coal technology as soon as you show up with a torch. By increasing the wood cost of this method you make kilns valuable again.
Personally i think it should give even less coal when you burn a stack of wood, like 10 coal. A kiln should be far more efficient at converting wood to coal then just setting it on fire in the open.
The purpose of the suggestion wasnt to inspire self control in valheim players (???), its to balance the tech tree by making early coal generation methods less effective than later ones.
Guys has there been any discussion about Achievement on steam or in game ?
A wood pile dropping 50 coal when set on fire wasnt an accident, or an unintended consequence of adding fire hazards. That was specifically implemented. Its a bizarre stretch to call it cheese
You might as well call flooding surtling fires for coal and core generation cheese.
Much. There will be in 1.0
Although I am a fan of people refraining from using stuff that makes the game less enjoyable for them, I don't think it's the end all be all argument of what should or should not be in the game
I'm not arguing against the idea as a whole, just their reasoning for it. Their problem with it can easily be resolved by simply having the bare minimum amount of self control by not intentionally burning down their own stuff. Obviously there are actual valid reasons for the change, which is why I'm not opposed to the idea itself (again I'm only against the poor/weak reasoning that was presented in the post).
plenty ๐
I remember a clip of an awesome spear user who parried a seeker soldier, lept into the air over it, threw the spear perfectly at its vulnerable abdomen, picked the spear up and repeated. It was poetry in motion.
i do lack willpower now that i know i can do it, but i also think it would be a sensible change to the game making burning stacks a choice rather than the obvious fastest way. fast coal over delayed gratification of coal
ya lol thats how to do it, eliminates all annoying mistlands terrain height issues
Coolest combo Ive done I think is throw spear at archer, jump, parry the archers arrow midair (before spear lands), swap to knife midair, initiate knife secondary midair, and land on the archer
And miss...... ?
๐คฃ
I recall Smiffe saying it would be "fixed," whatever that means.
it's on our "to fix when we have time" list
oh?? thats great. ill take any fix even if its just they drop normal wood. its just-ooo speak of the devil
as in.
whenever a programmer have time and not working on fixing more important stuff ๐
Absolutely understandable
yeahh its pretty unimportant so that sounds like a hard maybe 
hehe, man my list these days.. my wife will be like hey this thing should happen i laugh and say "i'll put it on the list" which like yeah i'll get to it if i fix the car tire, clean x, clean y, re-file the taxes, etc etc etc while taking care of our 3 year old so basically i'm saying it's never gonna happen but i agree it would be nice if it did
it would be cool if the dev list was less hopeless than mine XD
Ah, totally understand that perspective hahah, I just bought a house and my list is 30 deep and growing.
I made the mistake of making it a Google Notes list, and giving my wife access to it, so I'll cross off 4 things, and she'll have added 10.
oof. ya i bought a fixer upper at the start of covid which was great timing actually, used to be so dam handy all day now i sing baby shark and pretend im the little mermaid and manage food going in and out of 1 child and 4 animals 14 hours a day
the wife just bought a joint calendar so she could more easily give me things i cant do. took me a few days to have the time to hang it on the wall, but that didn't seem to give her any hints
Damn, well hats off to you! It's a heavy endeavor, part of my motivation to get it all done is that we're looking to have kids within a year's time.
yes, get everything done NOWWWWWWWW. because you CANT after the kid
Roger that, I'll take that advice seriously. ๐
literally my wife was in labor and i was rewiring one of the outlets in the nursery lol. i barely made it. anyway howbout that general chat
@meager marsh can't change the map like that. it would basicly drain all your CPU power to update the map everytime you made a change.
It's the same issue as people want deforrested areas to update aswell.
Couldn't there just be an area/file to store the X and Z locations of each "pathen" usage, and then once the flag on the tool is toggled off, it writes it to the big map?
Essentially appending the line each toggle? I think also, because it would just be a line, a mathematical expression could be used to represent it
i think the core of what smiffe is saying is that it would probably take completely changing how the map is rendered in the first place, and it's not feasible as the map is now
I'd imagine it would just act like a chain of line segments in the brown color.
On top of the map, not much different from adding waypoints, just more dynamic.
there are a lot of ways to handle the creation of a map, im not entirely sure what valheim does to generate its map, but because it does capture the seed's state of biome locations i have to imagine it does some sort of worldwide scan, could be entirely incorrect though
tldr what he said about cpu usage rings very likely to me
See my previous message, it doesn't need to update everytime the "pathen" function is used... also, world generation and seed don't have anything to do with this suggestion
... okay good luck with that
I'd imagine that something like this already exists as a mod, but I've never used a mod, so I'm not sure.
Thank you!
I think it could work in another form, but adding markers is not the play, they already massively affect performance.
#suggestion-discussion message
That only matters when the map is open.
#suggestion-discussion message
It sure does, not a great look to have an extremely laggy map screen.
It leads to players thinking the game isn't well made.
I utilize the map often while exploring, if it takes a second to close, and I can't type out names for markers instantly, I'd be annoyed.
Pins already can make your game perform poorly
So if a player adds 100 map markers.
Then what's a single line-segment going to affect really? Any line in a 2d plane can be expressed with a mathematical expression, not necessarily a PNG
i think theres a mod out there that auto-pins berries and such that caused a ton of lag only like 10 hours into a world
A dot on the map vs a line that is being calculated and checked by the game automatically in real time?
and off of the pathen tool, which doesnt necessarily need to be used in straight lines anyway
I think itd be better to just be able to draw thin lines on the map that disappear if you scroll out too much, instead of tying it in any way to the pathen tool. Reading your comments i stoll think you mean tying it to pathen, right?
What's it? No... tying the line to a file/list of 2d coordinates where the pathen tool is both toggled on, and was used
Yeah, if there were an in-game editor outside of loading into the world, where you can edit the map's raw image file and save it, that could be similar.
No performance woes that way.
does it even output as a texture i have no clue
That's not in the spirit of hrothgar's suggestion. Maybe you should make your own suggestion.
I'm not looking to speak in the spirit of anything, just float theories, just a discussion on the topic.
I talked to him in VC and hashed this out, already.
You can get the map file from the world save iirc
It's a suggestion-discussion channel, and that's exactly what I'm doing, no need to get so upset.
I'm not upset. Dont mistake my denial of your statements in regards to hrothgar's suggestion as negativity.
im wondering how its actually presented, technically, because it can be so freely zoomed and panned
doesnt help ive never done ui work quite that deep as well im kinda blind
My fault, that's how it came across when you started telling me what to do, even though I didn't respond to you with that idea.
I wish we could set to auto hide certain pins after zooming out so and so much. I dont wanna see a cluster of berry pins or just white in the center when look at the whole world map
I know i can hide them
But autohide or save hide
The image file itself is gigantic, so updating it is a tricky thing to begin with, but it is really just a one time generated image behind a layer that can be chipped away at via exploration.
I did not tell you what to do. I simply recommended you make your own suggestion since it isn't in line with hrothgar's.
Agreed, would love for more variance in pins, even if it's just a bunch of basic shapes to help keep things less cluttered.
You'd guided me to that suggestions channel twice, if that's not a heavy hand then I'm not sure what is.
Regardless, you've stated what you meant, not to worry.
not sure if im on board with tamable bears and deer, but i do wish we could do more with some of the tameables, like wolves in particular
Lately I just want a way to befriend things, make some creatures neutral to you as Dvergr are.
It was more-so emphasis. Heavy handed implies a power dynamic. Its not that deep. Have a good day!
Mostly because I keep Trolls alive in my playthroughs now, and I see them as friends every time I run by and they turn to me.
the treepact with the greydwarves...
Truly, stop making weird noises and stalking me
I feel like if you have the fool root armour on they should
I'd upvote that in a heartbeat.
Ah yes, exactly what we need, a root armor buff
fr, it falls off after the swamp so fast, unusable
At that point they're not much more than a nuisance, not much of a buff and more of a QoL.
To me anyways 
If anything Iโd say the helmet would give you the passive bonus of making them neutral to you and the full set making them completely passive until provoked cause once you kill the elder you basically have to track down whatever else you missed after you get it
my take on the tamable bears would be that they would be a combination of the lox and wolf pets making them good companions and mounts making them perfect for both worlds and the tamable deer is that theyโd be able to be a faster mount for when you need to travel longer distances on land than on foot
Bears would be extremely powerful ๐ค
I mean yeah but theyโd be a slightly worse lox for late* game and then theyโd be big guard dogs
The deer would be horses essentially
And deer would die extremely quickly
Sorry- my two part message got staggered because my internet went out 
Tamable bears could be limited with some kind of higher biom meat for example lox one or rotten meat from viles ( as bears do like rotten stuff) so you could tame one without any balance braking
Riding bear as an alternative mount would be very vikingfull
Ye
If (Big IF lol) bears ever become tameable, I agree that it would have to be a late-game option ๐ค
When they first came out, I think they would actually eat blueberries, so some of us thought they could be tamed. I trapped a bear, and even tried using deep north salmon to try and tame it 
you can actually find out whether something is tameable really quickly. Tameable creatures have their status (hungry, angry etc...) next to their name when you look at them.
I know 
But at the time, bears were brand new (PTB) so we were just experiment random things. Donโt know if they still consume blueberries, but it was definitely pretty interesting.
erm.. highly unlikly ๐ค
I figured 
Not an advocate for bear taming, just throwing my ideas around 
people just want to play palworld all over valheim ๐
tame everything
breed them
make hybrids
๐ป๐ฆ
๐บ
Oh right...we don't have beer in game yet. Where's the beer? Please tell me it's coming in DN
viking ale was probably a bit more like breadwater than beer
it was actually more like fermented grain stew, flavored with honey, fruit or herbs.
sounds... like breadwater
well, yeah, kinda
mostly just sayin it was a filling drink more than for any alcohol content it may have had
but it would be a cool stamina meal option maybe
I'd go with health rather than stamina. It was source of nutrition as much or more than hydration.
im mostly basing it off what id assume its gonna be made out of, which afaik is the major guiding factor for stamina vs health or neutral
tasty mead
@willow tulip They reworked Bonemass Power so that it would be more of a defense buff, and less of an offense buff. The idea is you can block a lot more stuff with the ability.
That said, I think they should add one more part to it: +50% block armor and -50% parry bonus. These would cancel out for parrying, leaving that value the same, but blocking would be 50% stronger, matching the overall intention of the forsaken power.
Buffing the already one of the strongest powers (that or eithkir) is crazy
#suggestions message
a better nerf would be replacing the % resistance for bonus armor against pierce so it's less effective in higher difficulties and biomes like other armor pieces
Ahmet although a nerf to root harnesk is pretty much always good in my mind, gonna have to agree with Blob there's better ways of doing it.
The suggestion of making pierce resist a root set bonus has been floated around a lot, and I gotta admit I like that idea a lot. Doesn't give you a huge bonus for one little piece of armor, but forces you to sacrifice all 3 armor slots on root armor if you want the buff, nerfing it quite a bit. That particularly also impacts it's viability in later biomes, as full root armor while still pretty effective against something like a Seeker's pierce, will leave you with a low armor value to tank blunt/slash/elemental damage with and makes it more high-risk past like Mountains
#suggestions message DON'T YOU DARE TOUCH MY PRECIOUS ROOT HARNESK ๐ค IT'S PERFECT THE WAY IT IS
If the game is too easy for you as it is, play on hardcore, no map, no portals. But please don't touch stuff that is currently working fine as is. And buff Bonemass boss power. Do it. Nau.
I use root armor mostly in swamps and plains. I don't need it in Mistlands and don't see it there as overpowered. Don't touch it.
don't think we won't
and suggestions on balance aren't something much likly to be added anyways
it would be literal end of the world if armor set got rebalanced...
It would work as set bonus IMHO.
a set bonus would still have the problems of the percentage based resistance in progression
bonus armor against pierce could stack with multiple pieces and set bonus so youโre more resistant with more pieces
this also gets into how resistances work not being additive, being able to drink a fire resistance mead and have full normal fire resistance with root on isnโt right. i might even consider it โbalancedโ if the fire vulnerability was additive because there are enough things around that will burn you. but also should probably be a set bonus
this is all cool too, pieces stacking isnโt a new thing either, asksvin set plus flame cape add their swing stamina usage together so the coding must be a possibility
Bonemass Power was already nerfed big time, so I would call it a rebalance rather than a buff.
i feel like im in the minority here but I prefer when enemies are buffed and new enemies are added that challenge โmetaโ builds rather than our tools/armor getting a nerf.
i know this isnt possible in every situation but as a general rule i feel its better to add challenges/options/obstacles rather than take playstyles people enjoy away.
i think bears is a great example of this, pierce resist and also a weak melee attack encouraging learning to parry and when to dodge. i cant imagine it was an accident they came with the introduction of trinkets and adrenaline.
Long-ish ago, I suggested making resistances provided from gear and consumables being carefully decided percentages and allowing them to stack Additively 
Instead of what it is now, with just the biggest bonus taking priority over the rest and a single source giving huge amounts.
Is indeed a fundamental change to how things work, but would allow for more stuff to be useful. 
specific percentages instead of the modifiers we have now would be great on enemies
but I'm not sure all of the current sources for players need changing
Would just allow for easier balance and keeping multiple sources of the same resistances worth using in tandem.
Not a necessity by any means ofc ๐ซก
Have you considered reconsidering ?
Friendly debate to challenge that:
if you have a weak weapon and an OP weapon in the game, many may feel pushed to use the OP weapon because itโs better. And then the game ends up feeling too easy.
Buffing enemies would fix that by making the game more difficult, so the OP weapon feels balanced now.
But, that makes the weak weapon feel EVEN WEAKER, taking away a playstyle other players enjoy
Solution could be to buff all weak weapons and all enemies, but making fundamental system changes or buffing 100 individual weapons and enemies just sounds excessive to me compared to taking something thats over performing down a notch. Just keep in mind what keeps the weapon fun when youโre nerfing it.
That said Valheim devs have stated they donโt care too much about balance as long as itโs not egregiously bad
@ember lily Only thing the Queen and the Mist in Mistlands have in common is that they're both there due to magic.
Meaning, defeating the Queen won't have any effect on the mist, as it's not caused by her.
I mean, I donโt think thatโs the reasoning
Reasoning is that queen drops advanced materials that let you make more advanced tools, like an upgraded wisplight, or a Drakkar
I feel like this is more of a reason it shouldn't instantly clear mist/affect it, but I see your point
To me, the line of thought is something like "you defeated the biome's boss. Here's a thing to let you deal with the biome's hazards more easily now that you've conquered it." Seems fair to me.
right, we get feather cape so we dont have to keep replacing our jump key on the keyboard, can we get some vision too?
A funny way to incorporate bear taming would be a chance the bears turn on you, especially if you donโt feed them. That way it there would be a higher risk involved to balance how op bear tames would be
Why would they be op?
Lox is practically useless
Lox are pretty strong. And those don't even have stars
All tames can be pretty strong for the sheer fact you can breed an endless amount of them.
They can take out most bosses for you, if you are crazy enough to set it up 
I don't know if I've ever seen boars vs eikthyr/elder 
Oop, ignore boars ๐ they are not strong enough for any boss haha
I just found it funny that you had like and dislike reaction
I did a LOT of loxxes vs yagluth and they kind of got destroyed ๐ญ
There is something good and something bad in the suggestion.
It's a love/hate suggestion.
I consider not re-considering a mount from the 2nd biome in the game totally a bad idea.
valheim isn't a mounted game
Dr house ๐ฅน๐ฅน๐โค๏ธโ๐ฉน
Its goobad
bagood
@ember lily I've heard that the reason the wisplight isn't larger is due to performance reasons, and increasing the radius would increase the volume that has to be calculated exponentially
but its probably fine for static torches
ah ok, didn't know that, thanks for the info
now this one #suggestions message I like a lot more, wisps dont really have that many uses, you build the fountain and craft a wisplight, then you need them if you want to craft mistwalker or wisp torches but thats everything you need wisps for. But these would give wisps another use. Also just like basalt bombs slowly sink into the lava, the area could slowly fill back with the mist.
yeah im a big fan of that suggestion as well, from basically every perspective
@proper sequoia would honestly rather see it moved to the set bonus instead of being a single-piece passive.
Yeah makes more sense this way
A troll merchant that sells berries and mushrooms. Not for any mechanical reasons, I just think it would be a neat alternative and a silly interaction to have one non hostile troll who just wants more gold for his trove
honestly completely valid- i mean everything should be considered case by case. i would definitely worry about weak weapons becoming weaker. And although yes, buffing weak weapons and enemies to challenge a meta is considerably more work, i feel like it would overall make the game as a whole more fun and challenging. And in practice you would probably only need to buff a couple enemies in a given biome for balance, not every enemy in the game.
Im not completely opposed to nerfing a good weapon, but i feel like nerfing shouldnโt be the only consideration.
this one very good cuz it lets u have a usage for gold which is very pointless in having beyond a certain point
ive used a larger wisp mod and tbh my preformance was never even close to as bad as in the ashlands in vanilla XD which hasnt been repaired ?
Bog witch is a really great money sink ๐ค
i dont find myself buying anything but the ratatosk potion ingredients and the occasional feast ingredient
Yeah I could use a better gold sink myself,
I just fought him and Iโm petty
Also it would be nice for the elder to have the ability to have poison resistance
All my money goes to barrels, candles, and iron pits 
Alright look poison res from the elder power would be very helpful in the bonemass fight. And if anything the health regen may go if it does
But why not just make poison resist mead? ๐ค
Black Forest already gives you the tools for engaging with the swamp
Youโd have two sources for poison resis
3, since root armor exists ๐
Does it give poison resistance?
Believe so, Iโll double check
Only resistance to piercing
Yep, the mask gives resistance.
Ah
resistances dont stack unless im missing the point here
I think the idea is that the player has multiple options of achieving poison resistance ๐ค
I could be wrong though
Personally I think the Elder power is fine as is? Poison resistance is already covered via mead, and I donโt think itโs that integral that there should be more than that.
@static ember Bonemass health to 750 is atrocious. That's less than a bear and for something weak to blunt bro would die in like 20 seconds
I feel they're just ignorant of the existing content in the game or they aren't putting any thought in at all because they only came here out of frustration and being upset over not being able to beat the boss. They claimed that adding poison resistance to the elder power would be helpful in the bonemass fight, when we already have 2 poison resistance options available that would make it redundant, one of which (the potion) gives very resistant to poison.
I just finished my second playthrough after coming back after like 3 years. Last time I played, Queen wasn't out yet, and I absolutely loved it. 9/10 game for me. But this time around, I felt like the game was getting a little bit worse after Mistlands. Ashlands was the most problematic for me. I played melee, and I wouldn't say it was difficult, but rather not fun. Clear the beach, port home, come back, and the respawns are already out. The pacing felt a bit rough. I think a conquer the beach approach would be better: make the spawn points a bit stronger or even require siege weapons, but once you take them down, you've cleared up to that point and slowed down the spawns up to that spawner. Another problem is how strong magic is or how weak melee is. I think rebalancing between the melee classes should definitely happen. DW Axes being so far ahead of 2Hs is a bit silly. I also felt it was a bit weird to perfectly parry starred mobs in the Ashlands (2h sword) and still get staggered + take a lot of damage. One way I thought of rebalancing melee with the mage playstyle is with the trinkets. Basically, make melee trinkets procc more often and caster ones less often.
TLDR: Work on weapon balance. Work on 2Hs identity. Work on mount AI. Balance mage and melee archetypes. Ashlands mini rework for better pacing.
melee weapons are still good to use and kill stuff faster than magic does
Magic is just a safer option
Berserker axes or swords probably get the job done much faster than using magic
Magic is not only a safer option, it trivializes the game.
True but that doesn't mean melee is much worse
Melee is still very viable in the Ashlands
It is viable. I only said, it wasn't as fun as in other biomes. And also the balance between magic and melee is off
the balance ain't off tho, they are both good
Magic is easier to use but not necessarily more efficient
I might disagree. As a caster you spent a lot less time waiting for stam and health to regen in between combat. Less time waiting to regen means more time fighting and clearing. It also translates to less time farming food as your food buffs will take you further. But this is just my opinion. Early game melee felt fun; in Ashlands it was still viable but a lot less fun.
I mean if you fight well you won't need to wait to wait for regen
Besides you can clear out stuff pretty quickly with melee
Like a Morgen can be killed in a few seconds
I don't think Magic can do it that fast
if you fight well you still spend stamina
theyre both just fine, magic feels appropriately powerful for something thats relatively late
Magic strong doesn't mean that melee is weak
Again. I disagree. Even if you fight well you will still be taking a lot of chip damage when swarmed. Melee is better in all 1v1 scenarios but that's not really the main combat you'll see in Ashlands. If you read my whole post you'll see I reference some other issues. Not just the balance between melee and casters which seems to be what your latching unto.
Welp I can't convince you so why bother, melee is strong and so is magic, it just depends on well you can capitlize on the melee aspect
i thought that might actually be the point but i guess its confusing for me since options other than the mead are just worse - which is fine, but like i dont know what having more options really adds
Magic is much easier to use and has less of a skill cap, melee is a bit more tougher to use but has a better skill cap
I never said it wasn't. I said the balance was off. You are completely misinterpreting it. I played entirely as melee. I know it's strong. I know berserker axes are op and put out insane damage.
Yeah 75% resistance to poison makes bonemass pretty trivial
The balance isn't really off, magic is just safer to use that's why more people use it in the Ashlands
If magic is an issue so is a bow once it gets to a decent skill level
In fact I think a bow at skill level 85 is more broken than any magic
Just a machine gun at that point
and this is post-nerf bow
I agree. But most people don't get to 85 bow in a normal playthrough.
That's cause they die too much, put a good player and it's not hard to get a skill to 80+
Even my pixcake skill is sadly at 87 (the iron grind never ends)
On a Vanilla playthrough with a normal first run of the game the chances of you finishing Fader with ANY stat higher than 65~ is extremely low. Most people will switch through multiple weapons, die, etc.
Alse when I say balance I mean an amalgamation of many things, not just a simple comparison.
The fact that magic requires less skill and is much safer IS part of balance.
I'm saying that revisiting some of the multiple avenues in which you can balance a weapon might be in order.
And also not even my biggest gripe of the things I listed.
Good luck telling that to the devs
I found Ashalands to be extremely easy as melee. Just not fun.
yeah Ashlands is overrated too much
Just kill everything you see, it's that simple
One of the things I mentioned on my post was relating to the fun/pace/vibe of the zone.
oh ashlands definitely needs some sort of rework
but the devs can't even get deep north to drop after 2 years
so I don't know if they will do that
I mean from my understanding it's an extremely small team. I do believe there are some really small tweaks that could go a long way but the game needs a lot more love to climb back to my original ranking I gave it. (felt like 9/10 after finishing plains) more like 6/10 after finishing Ashlands)
pre yagluth and post yagluth is deadass a different game
Deep deep agree.
But yeah the small team can't really get much don
And i know people defend them but come one, it's been 2 years and deep north is still not out
After finishing my playtrhough (vanilla) I wanted to see if there were any mods that could fix some of my issues and it seems like the modding community for this game is quite amazing. I feel like they could pay for some of the mods and implement them in.
Doesn't do much for core issues but at least a lot of the QoL stuff seems like a no brainer
I also want to say that the most disgusting thing they've ever made is the 2h mace moveset (or lack of.) No clue what they were thinking there.
I usually prefer 2h weapons in games and the ones here did not really compare to the sword and board/dw weapons.
the mods are crazy for this game
Especially the Azu mods, a lot of them could be added to the game
Yeah game seems like a great platform for modders. My next playthrough will be with mods that address some of my issues
Yeah they are too slow, I wished that the sword Lord Reto dropped could be 2 handed causee all the charred use a 2h sword and so does he but he dropped a 1h one which was dissapointed
I have a hot take on the lord reto fight. Did it last night. Very weird fight, he seemed extremely slow and couldn't get a single hit off. Dunno if it was my seed or if it's every seed but my seed had destructable walls. I thought for sure there would be some hidden loot back there or maybe even a piece to start making a frost sword like what he wields. Picked the walls down. Found nada. D:
Lord Reto's ai is ass
He sometimes just stops, gets stuck in a corner or just doesn't do anything
mhmm
Although he does hit like a truck, one shot and you are dead
Very dissapointing after all the freaking sailing I had to do to get all the parts
lmao fr, the sword itself wasn't even good either
Put that thing on the wall
I am guessing the sword will be either very usefull/needed in the Deep North
Anyways for my next run I want to find a good 2h mod.
Absolutely.
if not, I am probably gonna rage for wasting my time getting the sword
I mean it's got a bit of fire at least.
I just assumed it's a torch replacement lol
haha, the might sword of Lord Reto is a replacement for a torch
It'll make the mobs laugh to death hearing this
I'm gonna see if I can find any good mods for 2h
@prime needle your idea for a wraith cape is not only cool, but probably the best water debuff suggestion I've ever seen. It would be crafted at the perfect time (since swamps are the wettest biome) and feels like one of the most badass capes in the game. Would love to see it added
@sacred kernel Love your idea about ballistas on boats. I don't use ballistas at all so this would give me a reason to do it. Mount some ballistas on a drakkar, load up the boat with some black metal missiles, and go to the Ashlands ready to take down the dangerous sea creatures surveying the dangerous cliffs and dark red waters of that scary place.
And if we have ballistas on boats, then that gives us a natural way to defend against creatures on the ocean, as opposed to accidentally damaging your boat a lot of times while fending off the many things that will try to attack you. I like it
would go real nicely with a big ocean update
Can confirm. I've maxed Axes, Run, and Jump in my current playthrough. I have Swords 85.
Thanks bro!
I just donโt really see whatโs wrong with nerfing, as long as itโs done right
If fireball staff does 100 damage, and seekers have 100hp, does it affect your fun with fireballs more if devs reduce fireballs damage to 50, as compared to buffing seeker health to 200? Itโll be two shots either way
i feel like that example ignores knock on effects of one other the other
buffing the seeker makes the seeker two shots, nerfing the staff makes the seeker two shots > and nerfs it against everything else, too
this isnt necessarily a vote one way or the other, mind you, just that one vs the other serves a fundamentally different purpose and solves separate problems; is the staff the problem or the seeker health the problem?
Part of a larger discussion if you check the reply chain
Basically Samalosa is arguing that if a weapon is OP, devs should balance the rest of the game (other weapons and mobs at that stage) around it to avoid taking the fun out of the OP weapon.
Iโd argue you just nerf the OP weapon because itโs simpler, and (in my mind) has the same effect
The above was a very simple example, realistically youโd buff all the mobs health (at least mistlands mobs) and also buff the other mistlands weapons and such
Yeah I kinda got the footnotes (but am going in blind on the nuance of the discussion)
Generally I would view nerfing the weapon as a last resort or as a reaction to an extreme case, like if it is actually so far ahead of other options that it makes other fun choices feel objectively poor to use.
In order I'd consider: buffing other options cautiously, buffing some enemies that exacerbate the issue, nerfing the weapon.
Nerfing helps a lot when something just comes out way ahead of others, but I think the discussion kinda shows it isn't as simple as that - some of it definitely comes down to A.) how the Ashlands is designed as encounters go and B.) the risk-reward disparity, which are both hard to solve by just numerically nerfing the weapon.
And I should say obviously there are plenty of avenues beyond the three I mentioned for options, like you could nerf Eitr foods.
Fair. I do also think I tend to come at things too focused on balance. Which is something I know the devs and many players arenโt as concerned about
If balance feels good except for one weapon that shreds, Iโd like the one weapon nerfed so all options feel about relatively good, just different playstyles
But I get the perspective of wanting to for example buff other weapons to be comparable, even if it means the game overall being a tad easier and (imo) more unbalanced
Yeah balance in a game like this kinda means something entirely different from, say, a PVP focused game. In a game like Valheim I view it more as parity between playstyles.
mmmm
Lemme just shoot myself in the foot cause I go in blind for the bosses
it would be better for bonemassโ damage modifiers to be less extreme instead
neutral slash, 1.25x blunt, 0.5x pierce?
I donโt research the bosses so idk what to expect from them really
If you go in blind and die, you can't really complain about the boss being strong, you just weren't prepared
If you went in fully prepared, and still died than maybe
I had the root chest piece, iron greaves and helm and the troll hide cape
Poison resistance mead?
I had 6
how you die than?
Outside his poison he does like one punch every now and than and that's it
someone going in blind wouldnโt know how important blunt is, itโs 3x the damage of slash and 6x of pierce against bonemass
its their first time man they probably got overwhelmed or didnt know how to go about it
If people go in blind than they should ask for advice instead of complaining that the boss is strong
I also had healthmeadmedium, and had carrot soup, deer stew, and mincemeat sauce as my health and stamina up
so you donโt think the modifiers are too extreme?
Modifiers are there so that people don't use the same weapon throughout the whole gameplay
My iron mace broke mid fight so I had to craft a bronze one
yes, but bonemassโ specifically are stronger than most
Although I will say that 4/5 of the last 5 bosses being resistant/very resistnat to pierce is extreme
Yagluth and Bonemass I understand
But why is Fader and Queen resistant to pierce?
idk this take is bizarre to me, why should it be an expectation to go outside of the game to prepare to play the game?
i know a lot of people do this these days but making it an expectation sits weird with me
Not an expectation but like being fully prepared
For example if I am fighting Bonemass, I should probably have the best food and stamina gear for that biome
Good gear from that biome and stamina and health food just in case
I did this without the wiki
yeah i agree with that, i guess i just read what you said as like "figure out whats best on the wiki or here on the discord first"
I wanna go in blind thoโฆI donโt want help
perfectly fine to go in blind im with you on that
Iโll fight the frost dragon blind as well
I remember summoning bonemass, trying to fight him with an atgeir, realizing I did no damage, swithched to other weapons and realized my wooden club did more damage, than went to get iron and made and iron mace
Also the biome is fully of poisonous enemies so I just assumed he would deal poison damage
This is the case for Moder and Fader as well
@broken belfry show some achivements?
we will add them for 1.0... we said this multiple times
yes, just a sneak peak at some of the harder achievements you guys will add
you will probably have to wait for 1.0
since if we show them now, we can't adjust them anymore ๐ค
maybe just 1?
im guessing theres an achievement for beating all 20 ashland forts in the world
you can guess all you want ๐
i'm going to go out on a limb and guess that ||killing bosses|| will be giving achievement
I want a bird petโฆand I donโt care if you can already get chickens in the game I want a creature that can help you track stuff down in the general vicinity without giving you the exact location
Could be also 0,75 slash.
Maybe resistances could be set to slightly resistant (0,75x) for them and nerfing damage on bows in general?
are we getting tamable flying creatures in the deep north
theres nothing i want more in this game than a flying creature i can saddle and ride
I can't reveal the content of deep north just willy nilly ๐ค
you will just have to wait

Will we be getting gungnir as a weapon?
Are you just asking everyone or?
For how much more exactly?
Exactly 1 undisclosed time period.
until it's done of course ๐ค
no
:/
im not that invested, im just curious, but why? just because it doesnt make a ton of sense?
i ask mostly because i did find it odd we just... get thor's belt and there can be multiple of it
I am just saying you (players) aren't getting a god tier weapon
and it would be very OP to have a ranged weapon that returns to the player once you throw it ๐ค
and also, we try not to go to deep into "real" viking religion either
but I think people got it backwards
Gungnir doesn't come back to the person who throws it.
but it will always hit whatever you aim at. (like autoaim)
also. Gungnir is a current IRL weapon (RBS15) in the swedish army ๐ค
thats pretty interesting didnt know that
Probably a relic of finding bow spam too easy/boring a way to beat bosses, so gotta make them resistant to it
Though imo that's kind of a moot point, given that magic spam is essentially the same and that bows also start getting more elemental (frost, lightning, and spirit, especially) damage types as you progress
Yeah, hence what I said above: #suggestion-discussion message
nerfing bows is always welcome in my book
Nerfing ranged for me, magic as well
Agreed, though I don't really think it would happen
Crossbow and spear is mostly ok imo, but range will always just have a huge advantage.
Nerfing ranged to make Melee feasible just isn't realistic anyway.
That's the point of ranged.
A simple way of brining magic more in line I feel would just be removing or reworking blood shield, so the rare time you did get hit on a ranged build it would actually hurt
very cool ty for the link
The point of ranged is to make melee not feasible?
That doesn't sound right to me, though I agree it's not really realistic to make ranged and melee equal. Would require a huge overhaul and even then in most games that try to balance it ranged still comes out on top
Ranged is just better simply due to the fact you don't have to face the danger of confronting the enemy head one
Less confrontation = less death
No, more that ranged is just a better answer to Melee than melee.
Ranged always win since you can so easy disengage from combat ๐ค
But at the end of the day melee is much more efficient hencefore melee is better in the right hands
Under specific circumstances, sure.
For me it's whatever more efficient is better
Safety is the second concern
Bigger shield. 
less speed๐ญ
you could make enemies that provide more of a chellenge to the ranged playstyles
enemies that try to pull you in, or specific enemies (fuling shaman style) that aid their constituents against ranged, things of this nature
Hm.. bigger shield should solve the issue ๐ค
#suggestions message
youโre already able to get materials faster by destroying trees/rocks in less hits with less stamina cost
and it already exist as a world modifier
Iโm baffled by it being 50/50 split rn
What would you expect?
Idk tbh
I mean itโs skeletons with crossbows what do you expect
The calcium assault squad
The skeletons with those bows are accurate as hell tho
Aside from animations, what would make them different from regular skeleton archers?
Honestly some dislikes might be from a lack of clarification
Are you wanting to add crossbows to Black Forest skeletons? Ashlands ones? Add a deep north Skelton?
And how would they be different from regular archer skeletons? Faster projectile and higher damage but slower fire rate? Would that feel awkward if enemies already have to cancel their attack and move if you move out of range during it? Etc.
Theyโd be able to fire at you from a longer distance
Pretty much and would technically be something that would be a bit more common later on because, historically the bows were phased out in favor of the crossbow because of less time to train people with them, so them being more common would work you can be slowly be eased into fighting them from the swamp into the deep north, the only time you could see them in the Black Forest would be as snipers basically
my dislike is because the instant shot would be overpowered since players cant see if coming, a 2 star sketeton coming around a corner is just insrant death no windup. maybe they could spawn from swamp spawners since skeles are weaker in later gear.
U got a brother named wacko?
Theyโd be rarer early on but slowly start becoming more common
wacko and dot are dead i made them into luggage
NOOO!!!
rarer is still too common for BF imo
it would not be fun gameplay to encounter especially for a new player
I can see that
let players be introduced to archers before you instsnipe them with xbows, then they get draugers with bows who really hurt, then idk when xbows come in but i could see them being too much even in swamp
Hmm, yeah I can see that
Unlock xbow enemies in swamps and bf after defeatinb bonemass
This could solve the issue a bit more
Although all I am seeing is yet another reason for people to use root harnesk which already gets used the most
Ppl like the game to be harder and its kinda op
Depends what you mean by not liking. Most people love it and use it a lot because itโs so strong
But because itโs so strong it invalidates using other armors and makes the game too easy, so people want it nerfed
Ah I see
Single armor piece that grants resistance against pierce damage which many enemies in later biomes deal, making it quite OP.
Other armor pieces donโt even get close to being able to negate the hundreds of damage per hit that root harnesk can
I guess except maybe armor/capes giving frost resistance
its kind of preposterous an armor piece is used straight through endgame, clearly its overpowered
Deadass used it all the way to the Ashlands
Weโll see how it holds up in Deep North
Idc I am still using it๐ญ ๐
I've worn it for so long at this point it's weaven to my charachter
I actually find treating the pierce resist as a set bonus pretty fun. Still very useful, but not the end-all-be-all armor choice
Imagine they have an armor that is 50% resistant to slash or blunt in the Deep North
For me it's that the huge resistance comes from a single piece of the set. Would feel it is a little more fair if it was instead a set bonus so you would have to commit to using the whole set.
I'm not a fan of set boni, I like to mix armor pieces. I'd prefer this #suggestion-discussion message
Personally am also not a big fan of set bonuses.
My ideal approach would be to change how resistances work to just being flat % reductions that stack additively. Then each piece could give a portion of resistance, with the whole set being just as much or nearly as much as it is now. Could then still mix in a piece or two for a bit of reduction if you so choose.
Iโm a bit weird on that point.
I love to mix and match armor pieces, which is why I love set bonuses
Light armors are neat for their bonuses.
I feel like mixing and matching is fun, but I feel like Iโm gonna get locked into a few optimal pieces that way and then itโs gonna lower the room for experimenting and diversifying my build for different situations
If thereโs some good set bonuses then thereโs actually a choice, I can pick a few different armor with good small individual bonuses, or I can go all in on a set bonus build for one strong bonus
For example I feel like drake helmet root harnesk fenris legs would be my ideal build for entering plains. But when I go to fight yag I might want to switch to all fenris to be fast and resistant to his fire.
If fire resist was part of just fenris legs Iโd have little reason to switch things up
(I know most people use fire wine, but I play without it and this is just an example)
i do like waking up ASAP 99% of the time, but yes also sometimes i'm reading and wouldn't mind a "hit any button to continue" tho i'd also like to be able to disable that once i'm sure i've read all the dreams. when DN hits ima be screenshotting every dream so i dont miss a new dream
Cant you press esc and hide hud during dreams?
Yes, but that wouldn't fix the issue of waking up before you finish reading what happened during the dream.
Wouldnt that pause the dream?
Wait. Yes. I'm stupid.
But what about for console players? Or those who want to skip a dream they've had before?
Steve how long have you been typing?
Battle-Axe rework. With ~2210hrs in Valheim I can say BA's are my favourite weapon class, but they need some help. There are effectively three AoE melee weapons: sledge, atgeir, and BA. The sledge and atgeir do their jobs well with their AoE having big knockback to gain oneself some space. The BA however has large knockback on its secondary stab (good) but by far too much KB on their primary combo chain. You can mitigate this somewhat by delaying the strikes in the chain as long as possible while holding sprint and pressing forward during the combo but this is not a great solution. The other way to reduce knockback, which is I think the vision behind the BA in general, is to cleave multiple enemies. But this has its own problems as it is difficult to group enough enemies in the frontal arc, and the stagger from the initial primary combo strike is rarely enough to stop the enemies from striking through the chain combo. Getting hit here makes it undesireable to even attempt to cleave multiple foes, and this will often cause you to be knocked back so the second strike in the chain will miss.
My suggestions for the BA are:
(1) Split the damage between slash and blunt on the primary strikes. BA's heft make blunt reasonable and will allow the class to be useful in more biomes, especially ashlands.
(2) Knockback on the first two hits of primary swing chain should be reduced in order to make the 3 hit chain a regular occurence. Instead of high knockback give the primary strikes damage an internal stagger multiplier. This will make the function of the BA a central arc AoE weapon focusing on stagger vs. space creators like the sledge/atgeir.
(3) Secondary strike leave as is, but remove the blunt component and keep it 100% slash.
(4) If an Ashalnds BA is implemented, leave all gem functions similar to other weapons however the blood gem could also do some fire damage similar to dyrnwyn as well as the usual damage bonus.
Oh i thought you were a bot cause i just kept seeing you typing xD
How come you difnt post it in #suggestions ?
You should put that in the suggestions channel. Donโt forget to add a ๐ก before it so it doesnโt get deleted by the bot. This channel is for talking about the suggestions in that channel.
If the bot deletes it at least you get messaged a copy unless you have dms closed
Thanks, I'll do this now.
Removing the knockback increase based on skill levels would solve most of knockback issues.
I'm new here, old as dirt, and have never used discord before.
agree with most of this, scaling knockback is a silly thing for most weapons because you can't chain.
the problem with BA in ashlands isn't the weapon, its the enemies. they either stagger VERY briefly or are large with lots of hp and you can't stagger them at all and other weapons are far stronger vs single targets. i think that's why the devs added berserker axes, you're supposed to use them intead of battleaxe in ashlands. i think BA is otherwise fine in other biomes and even better than most weapons honestly from swamp through mistlands.
Skull Splitturing still in Ashlands, it could have little extra spirit damage tho.
ya it's fine, i use it til i get berserkers, can permastun asksvins and if you play well can fight a group of charred but. id still rather just use zerkers
That sounds like you've got the stun timing down pretty well.
you mean parry?
Oh, yeah, that's what I meant! Parry timing.
yeah a bit lol
Stun in this game is stagger more precisely.
That's cool, parry timing is tricky to nail.
With lots of training the timing becomes much easier.
I highly dislike that scale myself
Any chances it would be adjusted in the future?
we shall see. I've mentioned it years ago :/
maybe it'll go the way of mtp on greatswords and they'll finally listen to you ;D
Haha, fingers crossed for smiffe. ๐ค
@exotic jewel I think you have some decent takes on Battleaxes, but I got a couple questions:
-
Does hitting multiple enemies at once reduce knockback? Id imagine it does on weapons that split damage between multiple targets, but to my understanding battleaxe does full damage no matter how many targets it hits
-
Primary attacks already have a stagger multiplier
-
Does it need blunt? I feel like slash is a very versatile damage type already. Very few enemies resist it, and the ones that do usually resist 2 if not all 3 physical damage types.
The knockback is annoying af tho, u rite
we did adjust the MTP stuff on my suggestion before ๐ค
i know! thats what i was referencing, you seemed to take credit for the change that happened in cta
which is a very good change for greatswords
I suggest alot of things
and some actually make it into the game
but I am not a designer. I can mearly give ideas and suggestions to my collegues ๐
ya it still knocks things back real far, it's interesting in ashlands because like... it almost keeps warriors at arms length such that their attacks miss you if they're swinging but if they're not swinging they come back in for the next swing of yours
but also NOT helpful against archers and twitchers..
im still switchin to zerkers ASAP when i hit ashlands, it was not designed by battleaxe lovers
no enemy are designed around that ๐
Although I love battleaxes I find the damage difference between them and 2h swords (in this situation Krom vs
Skull Splittur) little unfair, given also the attack speed differences on both weapons.
Comparing 1h axe vs 1h sword of same tier axes have little more damage but slower attack speed.
absolutely, i'll take krom over skullsplittur for ashlands any day, just their moveset alone is more useful, parry and burst works on asksvins, morgens, valks, and they kind of break even-ish with skull splittur for groups of charred
idk if you remember this video i made when i tested them together for like hours lol just seeing which could be better vs 3 charred warriors
#valheim-public-test message
i think i put them both at 100 skill
60-ish skill was noticably rougher for both weaons, harder to get any stagger off, tho single target krom thrust reliably staggered so again krom just kind of works better
the other big difference was the 3rd hit of the combo of axe always staggered where the krom didn't always actually
If damage numbers will remain the same, then maybe adjusting the attack speed for battleaxes to be slightly faster than 2h swords would be appropriate approach.
LOL i'll use stamina food when parry costs stamina!!! HUNGER STRIKE
why does it need to be faster?
just to be as good as krom?
First hit swing especially.
oof but. it's SO GOOD. if the first swing was faster the weapon would be too op
i dont think anyone should balance battleaxe around ashlands mobs either, clearly you're meant to switch to zerkers
In some situations the windup duration is quite penalizing.
Tried against the Queen for example, you can hit once between her attacks.
oof ya never battleaxe vs queen yuck, another example of when krom is best
I feel like a windup on first hit is just fine. Designed for initiating the hit as enemies are heading towards you, or as you're jumping at them.
Not meant to be that you can be flexible and do a 180 and swipe at an enemy that snuck up on you, before they can hit you
Vs. You can do Krom secondary during the same time.
yeah krom secondary is best.
also you gotta consider the bonus stagger. its meant to stagger things and cleave multiples it should be worse than krom vs single targets
Also with proper timing you can do secondary attack with sword after parrying Morgen to deal double damage.
yup i do XD another reason why ill take it in ashlands
tho thundering zerkers > all vs morgens just hold down left click after a parry
Well, iolite weapons are other thing tho.
yeah that's another thing, once i get thundering zerkers i dont need krom or battleaxe, it's like... idk. game just yells "USE THUNDERING ZERKERS" to me lol
imma be honest Joel, to me it sounds like you're trying to standardize rather than balance.
Making all the weapons do the same thing would be pretty easy, but the reason they don't is so that each has unique playstyles and strengths. Krom isn't meant to stagger 4 fulings that roll up on you in one swipe. Battleaxe isn't meant to do high damage stabs at enemies
i like their uniqueness too, and outside ashlands they're both where they need to be
like nothing is gonna smash up some bugs comin at you like skull splittur, just stunning whatever it touches
but krom yhou gotta be careful and you have unit collision or whats it called, swords dont always hit everything
but also krom deletes soldiers in 1 parry thrust to the butt
I mean, little faster windup would not hurt.
maybe.... its another thing i enjoy playing around. like STAMINA CONSUMPTION ๐ญ
Krom still would have higher single target burst.
i just dont want a battleaxe swing butt and then they go oops clearly we need to remove its stagger bonus or low its damage
and ima be like but but but... just get good and swing more better time
idk. anyway. they're gonna hve a hard time topping lightning weaposn in DN so i cant even understand what weapons are going to be
i gotta go wake the child chop chop my brethren
I could imagine iolite/jade effect getting nerf when 1.0 is here.
For some reason I prefer using Primal axes over Thundering.
And lately I've leaned more to Primal Splitnir over Klossen. ๐
but if RNGesus comes down you can just delete a nearby charred warrior for free
i could see liking green axes for likeโฆ 2 star morgen maybe? or flame sword quest
but they become my aoe instead of battleaxe
Klossen/Primal Splitnir secondaries until root effect triggers, popping Berserkir mead and hitting with Primal Berserkir axes means it's quickly over for Lord Reto.
When I did my axe run I found using BA for nuking adds was good, then switch back to something else for actual boss dps.
yeah or this thats what i do too, axe for the minions sword for the queen, also hi stranger
Hi.
@mystic fern crossbow would trivilizee the plains too much. People already avoid melee with fulling villages and just bow them down. This is just gonnna make that matter worse
Personally I donโt see how crossbow would be worse than bow. Bow just trivializes everything
Crossbows have much more reliable accuracy over long distances. With plains having far fewer sight obstructions that perhaps any other biome, you could reliably hit any target within render distance. Did that to train my crossbow skill in my last group world that made it that far. While other players were off doing whatever they felt inclined to do, I wandered the plains, sniping things.
i dont know if theres a huge difference between people sniping an entire goblin village from up on a rock with a bow or just inside render distance with a crossbow, cheesers gonna cheese. it could add a lot of fun to the zone, poppin mosquitos with xbow, or several people with xbows blasting at a goblin camp would be a ton of fun actually that sounds awesome.
Crossbows are great on plains. Personally, I would enjoy if there was one native to the biome, especially since the plains otherwise have relatively few weapons.
Adding crossbow to the plains would take it off the black forge though. Probably would have to be locked behind a boss item then instead of letting challenge runners rush mists for fun in meadows gear.
Keeping it as is adds to replayability.
It would take the first instance of it off the black forge, sure. Would probably need black metal or thread, so it's still locked behind plains materials. If people still want to rush arbalest, they can.
It is strange that plains is the only biome not to introduce a new bow
thats ok, the new lesser one can be, other weapon types are on forge instead of black forge
I feel like weapon skips are pretty on-par for the devs
Though come to think of it, Plains is the only biome without a ranged weapon. No bow, no spear, no bombs, no xbow, no magic
it use to be the "final" biome
and it was also the first biome to have a new developer hired to make all the weapon
Even ocean had a ranged weapon lol. Harpoon
they mustve liked melee, sounds like a great developer XD
were ranged weapons intentionally kept out to encourage fighting the camps melee?
and yea. she is a great developer
dunno
Makes sense tho why the biome is relatively pierce friendly
vilebone spear or xbow would be sick tho, heck make it so you need vile trophy for xbow so its rare, gotta shoot out this cool skull mounted in the center
I still think a Deathspearo would be good. A deathsquito trophy on a stick
That is a delightful thought.
we have that. porcupine
or u mean like a goofy lookin spear with big eyeballs? lol idk if i can use that and take myself seriously
Entire head yes
I feel it fits better for crossbows to be obtained starting in mistlands since it indicates that the player only learns about them or how to make them after seeing dvergr use them. Also fits the idea that the player is adapting to foreign weapons they are otherwise unfamiliar with upon being introduced to them (just like how the player adapts to using magic weapons, also seen being used by dvergr).
Dual-wielding hand crossbows when? ๐
maybe that means the goblins on the towers need to have xbows? then theyd also be not just decorative up there
Oh how Vilebone spear would be great...
#suggestions message
oh snap, thats my best suggestion apparently 48-1 lol
GASP! only odin himself had the power to downvote!
Basically 47 updoots.
Omw to downvote it so we get deathspearo instead
The audacity...
Ok what about a two handed mace with a growth trophy that splatters enemies with tar?
sounds like a longer frostner
With a splat sound. 
That would be so strong if it actually gave the tarred effect
growth bombs are already pretty strong
True, but a weapon with that effect sounds even stronger imo, especially in combination with the fire staff
Yeah I expect tarred effect + Staff of Fracturing to go absolutely nuts in Deep North
True, I'm rlly curious if fire dmg will actually be as strong there as most expect
I feel like fire damage on its own will be good, but nothing special.
Kinda like frost damage in Ashlands
But doubling it's damage with tarred debuff along with the high amount of fire damage on fully upgraded staff of fracturing, that sounds juicy
Early game bows have a lot of built in inaccuracy, you could do the same thing for early crossbows to stop them from mowing villages down. You could also make villages generally harder to cheese by allowing fulings to alert each other when one is attacked, so you couldn't just pick an entire village off one by one.
Some earlier crossbow would surely be nice. I had this suggestion before for special one which would require some special component. #suggestions message
Suggested several times in fact, including one time by yours truly...Smiffe was against it ๐
i love every possible rare spawn weapon, armor, whatever. makes every poi exciting. nothing guaranteed or expected, silly to go around searching because itโs not necessary or endgame. but give me a rare helmet, cape, shield etc one per biome even
I know crossbows are suggested before. But couldn't find which one he would have thumbs downed. 
been quite a while
I agree, every biome should have one, doesn't have to be as OP as early axes but it would be really cool and encourage exploring each biome more
all of them ๐
I think frostner should be one
Then we'd just need unique rare weapons for swamp, plains, and mistlands
#suggestions message
why is this so unpopular?? it would add a lot to sailing and exploring, never are you completely wasting time exploring a nook or island that sailing level dopamine grind is always goin when you have the rudder this idea is awesome, and 20% at lvl 100 sounds perfect
At the very least, I know Smiffe has said that increasing sailing speed is unlikely since you could end up moving faster than the world can load.
ohhhhhโฆ fair. well hey then just decrease boat speed by 20% that would be a popular idea ๐
That's... an option.
hahahaha yeah i know that wouldnt happen. thats like suggesting take away an inventory slot ๐
u mean i have to sort less stuff?? upvote for me ๐
nice! yeah ijust downloaded a "sorting helper" mod, it takes away 7 inventory slots so you don't have to sort as much stuff
I love the help staying focused on what's important -- Blueberries
Iโm very pro-sailing skill, but I think itโs something that has to be done right ๐ค
Couldnโt agree more ๐ซก
same, doesnt 20% at max level sound reasonable? or what would you have it do?
Am I too nit-picky for not seeing how u could go faster by sailing more
its like how when we were both sailing
and i was going faster than you, cuz im better sailor
I think so? ๐ค
As long as itโs not too fast to the point where it causes problems where the world has trouble keeping up haha
I wouldnt mind if it increased the max speed speed but i wouldn't want it to increase the paddle.
The way I would interpret is, an experienced sailor is better at taking advantage of the wind with position his sail/rudder, which translates to higher speed ๐ค
ooo... slightly widens the acceptable wind in your sails angle of the boat
Yee, Iโm a fan of this as well 
@royal lily Hereโs a fun question for ya! Why does the riding skill increase how fast a lox goes? ๐
Or how much stamina it has?
Why is there a riding skill XD
Exactly ๐ญ
Boss Power skill.
Every time you kill a boss it takes 1s off their boss power cooldown.
Killing Moder = Sailing Skill.
Boom, done. ๐๐
๐
Guys, its 10 pm, wheres my raging suggestions discussion argument
Guess it must be the Europeans who are just barely waking up who make those arguments
Dunno, but it happens damn near every night same time
Ill be back in an hour, i expect a raging discussion abput the ethics of trolls being tameable
Guys devs should add tameable trolls
It would be super cool and fit into the game
I want to make an army of trolls and troll babies and send them out to pillage the nearby land
They could passively gather things like wood, stone, iron, Eitr, etc.
That way you donโt have to spend 20 years getting it yourself
My friend said devs are adding tameable trolls with the far north update and Iโm so excited
Oh also trash update if they donโt also add a saddle for the trolls
Iโm not a plebeian thatโs gonna walk around commanding my trolls to devastate fuling villages. I wanna ride in style
Oh also troll armor and weapons you can craft so theyre useful in endgame
And you should be able to romance them to create human-troll hybrids
Welp guess not tonight
Baby trolls can be called Trollling
Swamp - Iron Broadsword with a handle as a super rare drop in Sunken Crypts
- Handle
- Iron
- Ancient Bark
Plains - Long Bow (high velocity and damage, 10% movement penalty) from three super rare mineable nodes (I think there's a runestone about a fallen star that landed in the plains)
- Star Metal
- Black Metal
- Finewood
- Linen
Mistlands - Shake things up with a Dwarven Hauberk (resist slash) from a rare drop in Infested Mines
- Dwarven Mail
- Chains
- Iron
Just my two
s...
rare wouldn't be rare if they where everywhere ๐ค
Ah, but those are EveryRare weapons...
aaah right
Whatโs the โrareโ weapon in the other biomes?
I would make it so that the Plains bow requires the tendons of an incredibly rare animal, one of a kind or maybe only three of them exist per world. Maybe some sort of rodent. A small, fast creature that tests your marksmanship rather than a powerful monster. I think in the swamp you're missing an opportunity for a more unique encounter. Maybe a sword in the stone, in the last bit of clean land in the swamp, as if its presence is staving off the corruption. The moment it's pulled, some swamp monstrosities rise from the earth to attack. If you want it to be a crafted item, make it that the viking is strong, but not worthy, so the hilt snaps off and you must craft the blade from iron. Being a shadow of its former self, it primarily would deal holy damage, more than the silver sword, but with the slash damage of an iron one. Very situational, great for the swamps as well as some parts of the moutains and plains.
for some reason i cant stop thinking of a 5% spawn in a sunken crypt chest of an ancient draugr helm piece. slightly better stats than iron helm, insignificant stat buff to anything for flavor. but switch that out for another gear slot or in another biomeโs chest like 5% and just slightly better than the biomeโs gear with some flavor stat on it
We have a rare swamp weapon at least
we do?
What is rare swamp weapon? 
Or does Abyssal Razor count?
oh, that would NOT count for me
The sledge
Yeah the sledge
i guess that's.... kind of in the spirit of what im want from these rare items, exploring a swamp never feels wasted because you could always find haldor
instead of exploring a crypt is always exciting because something cool could be in a chest
Ah, the sledge. 
i was thinking of something GOOD though
Long time since I've crafted one.
same. think i made it once and was like oh cool this-...... doesnt do any damage either
Would use sledges more if they had primary hit combo like other melee weapons.
Sledging AoE to ground is little boring.
exactly, the big smash for more of a utility like BA secondary
#suggestions message Suggestion related to the subject.
Literally any cosmetic or non cosmetic that had a chance to be in sunken crypt boxes would make me go to more swamps
and less "ugh iron grind" complaints
i wouldn't even care if it's like a slightly different looking helm with barely better stats, id want to get that helm. or cape, or whatever
Yeah it could literally be a re hued item and people would still want it
<-people
Chance for a reskinned iron sword and call it a day 
We need iron.
They provide iron.
People complain about having a way to get what they need?
yup! they can't win the video game fast enough or idk. it's monotonous and boring to do ANOTHER crypt you're overgeared for. but the slight tickle of a rare item that could be in a chest ๐ฒ
Grinding? In a game founded on grinding?
No... how can this beeeeeee?
It would be great if there were more equipment side grades that were incredibly rare dungeon drops. Iron chain mail? The helmet could be slightly decorated, and also have some chain mail attached to it, though not nearly as much as the padded iron helmet, ideally with a gap on the front to let your beard out.
I would love more side grade equipment, things that just look neat, not necessarily straight up upgrades.
I don't mind side grades but I would want them to be different
Not a choice between a 14 armor helmet with no effect and a 14 armor helmet with no effect
That sounds like different styles for certain armor pieces. Like how you choose the painting style on shields.
Which would be welcome addition IMO: more options for styles of armor pieces.
Ancient Draugr Armor
You know what? That would make a lot of sense to be in the game. Asksvin tails turn a redish pink when cooked, so the hide armor, if heated, would probably turn the same shade! Going to respectfully ingore the suggestion after this one.
I mean, there could be color options for those armors requiring certain leathers according to their starred variants.
Pink Asksvin is 2 star.
And like how red troll is 2 star.
And before anyone wonders the lewd Ask set, here:
OH! The color could change as you upgrade it to reflect the higher tiers of enemies! Troll hide turing greenish, then red, while slowly covering more and more of you, with more details attached. Maybe some form of bronze ornament? Tattoos on the troll hide?
More like color options to choose from similarly how you can choose paintings on shields.
So you could craft lighter blue or even red colored troll armor.
I'm very modest but that actually looks epic ๐
If finding entire armor pieces feels too potentially overpowered/cheesy, could always make it to where you find a unique component instead. ๐ค
Workbench list bloat ๐
True. That also leaves more room for interesting quests to obtain these items. Equipment of dead warriors devoured by beasts, burried beneath the earth or otherwise killed wouldn't be intact after who knows how many years of being forgotten.
It is really packed already. Something should be done to categorize it. Maybe by material type or biome.
It already can be a hassle to search through.
You can already use /sortcraft to categorize the list to be fair.
Pretty sure the bird never tells you that. I didn't know that was a thing.
I didn't know either tbh
Yeah, it's basic implementation for the moment to be sure, I would assume it will be better implemented in the future.
But! Something has been done to categorize it, so you're in luck there.
Something more intuitive would be good. Dividing automatically into multiple tabs of armor/weapons/misc? Definitely something that can be improved.
Its only "bloated" bc there is no filter. Iir theyre waiting to finalize the game to decide what the list is gonna look like
imo it would be better to just have that stuff in the โstyleโ tab like how you choose shield paint, instead of having all kinds of gear tabs and such with long lists of gears. i also dont need 3 different colors of troll armor, i dont want to taint the good idea of very rare mostly inconsequential treats with having asksvin booty shorts please ๐
I was thinking it would be interesting to have new workbench for applying such cosmetics ๐
Honestly, that would be great. Especially if it means we can recolor crafted shields. On more than one occasion Iโve accidentally crafted the wrong color pattern and had to make a new one. The station could be crafted from some sort of tailorโs kit sold by Hildir.
Would be an amazing reward for a Hildir quest ๐โโ๏ธ
But yeah, like Yacko said, Iโm a huge fan of the idea of using the existing style button to select different armor variants.
A new one would be nice! There's a few workbenches with nothing in them already.
According to what I've read on the wiki, cleaving multiple enemies reduces knockback.
If the primary already have a stagger multiplier, it needs to be more for BA in order to allow one to hold ground, in AL in particular. If it is to function as a cleave dps weapon. Even in ML the skull splittur doesn't stagger enough on primary, with or without mutiple mobs, to make it viable to want to group mobs to cleave with it.
The blunt % is just a simple way to make the weapon more versatile. Does it need it? Debatable, but as the first BA is in the swamp it'll function better vs. slimes. Maybe even make it viable for Bonemass.
im not sure i would call the ba a cleave weapon
Honestly, a smaller circular hearth would be really nice. The current one can be a bit hard to work into smaller structures. I can easily see myself just working it into the center of a house with some nice ashwood benches, or darkwood chairs around it.
Maybe make it 1.5m in diameter?
Fair. I think it's damage type is in a good spot, but I don't particularly oppose the blunt
Currently primary attack does 1.5x stagger damage. I personally feel like that's pretty good, always end up staggering smaller enemies I fight like fulings and seekers. And then for bigger enemies you have the secondary stab for staggering them
Ashlands mobs aren't really meant to be staggered though. They have higher stagger tolerances than most mobs to make the biome a little harder to just brute force through, which I think is a good variation. And imo battleaxes don't need to be balanced around opposing one biomes intended mechanic
you could ask instead of spamming me with reaction, yacko
the battle axe is slow, and while it has no multihit penalty the speed absolutely hampers its ability to beat out a two handed sword of equal quality in a vacuum for the purpose
in practice i prefer the battle axe against fewer enemies
i dont want or need to ask literally youโre trolling and im not interested
tell the mods im trolling its against the rules and most of them really dislike me
theyll probably take it to heart ๐
Why would the mods dislike you? ๐ค
The Iron Pit fits some but not all of what I'm picturing. Decoratively, yes, but I would want to put cauldrons, cooking stations and ketill on it. You're right, ashwood benches would look great. ๐
Hearths made of different materials would be neat
I just really want a hearth thatโs smaller, but offers the same level of comfort. I wouldnโt be opposed to it being made out of grausten or black marble, though I do love the standard stone texture. Side tangent, I wish there was a brick pattern on grausten, it looking like a flat slab of concrete never worked for me. The windows in them are nice.
The "sheetrock look" ๐
black marble hearth ๐
#missed opportunities 
Imagine the swaths of content if there was a small secondary team to add it. 
I jest of course.
By now it's better to hunker down and finish up their vision of 1.0
Maybe weโll see some refining and additional content afterwards? 1.1 or something ๐ค
Would surprise me 
Do you think theyโll put Valheim down after 1.0? (Aside from minor things like bugs/balancing)
down means what in that sense?
Like cease working on it, adding additional content
oh, I thought you mean like remove the game entirely
I think they won't make major updates past 1.0, but I'm not sure
They said theyโll continue working on the game, theyโve been asked before. I forget if they said it during Valcon or the Jade PG interview. Though Iโm not sure to what extent, there will be some sort of post 1.0 content, definitely nothing major like a new biome.
If anything, other than bug fixes, expect them to flesh out the content thatโs already there.
I remember them saying that, yee. I think thereโs definitely potential there. Would be shocked to see a major update- donโt see that happening.
But small scale stuff similar to bog witch or call to arms? Yeah, I could see that.
Hmmm, I do think so if at least for a while.
Been at it a long time, and I am sure they look forward to thinking up their next project.
Iโm interested in seeing what they do after Valheim
Take a long holiday lol
Iโm surprised thereโs so many likes on Steveโs suggestion. I feel like the Discord is usually very critical of similar ocean suggestions
I lowkey feel like if it has more upvotes when people see it, they'll be more more inclined to upvote it. Same with down votes
Yea. Herd mentality feels very real in here
Im confused on why people would be critical to more in the ocean, Its literally like a free get out of trouble card from land enemies with almost zero drawbacks. Anytime im in a jam "RUN TOO THE BOATTTTT" and then boom im nice and safe on the ocean not a single thing to worry about. On the other hand I love the ocean and sailing around but after a couple play through its just like ok auto sail to where I need to go watch tik tok on the way there, slightly adjust with the wind. Because I know the only thing out there is maybe a sea serpent and double maybe the island with barnacles on it. It just feels like an empty highway connecting such an open and expansive world
Diving and underwater exploration are not probably added in game.
Ocean could have some specific POIs and few mobs more IMO.
My diving need is almost purely so I dont have to swan dive into the ocean hoping I sink close enough to auto pick it up everytime I accidentally drops something. I mostly just want it more dangerous. I need my valheim giving me actually ptsd I should be afraid of everything the only safe place should be the meadows
Diving is a really important proposition i feel
That's what Subnautica is for I suppose.
Referring to Smiffe here: #suggestion-discussion message
Iโm not sure what all the rationales, havenโt been following it closely.
I think often people are concerned about the ocean being too dangerous, when itโs a biome of the game youโre required to traverse early game. Also people seem to hate the idea of ocean boss fights like krakens because they would be clunky
Also I agree with Ocean being a get out of jail card. Actually been doing that a lot since fins of destiny got added
Boss fight in ocean would force ranged combat and if boat breaks it's basically death in that situation.
More content, definitely. Similar biome progression as others is not needed tho.
There could be new additions that start to spawn after certain bosses are killed, making it little more dangerous based on progression.
Sounded like a wishlist, got my down vote 
@muted lynx we had had 1000's of talks on the ocean biome thing.
a few big issues are how to deal with corpse runs
you die, you boat is destroyed and parts of it is now on the ocean floor
how do you get your tombstone while a big ass enemy ship guards it?
it's sounds fun, but now you have to corpse run because you died.
and also, the game isn't build around swimming under water. it would require a complete overhaul
Depends on the implementation of diving, ofc.
But 100% agree having some kind of free form swimming under water would just cause many more problems than it would actually solve. Valheim is not the kind of game built for robust underwater content (as it is now / has been).
I was thinking late game ships could have a built in bunk system for sea respawns. And I feel the enemy ship guarding your loot isn't an issue thats the whole game just last night I had 3 goblin shamens camping my loot in a river they were submerged underwater launching fire at me and I couldn't get close. Took 3 hours 4 new boats and the will of the gods to get my stuff. And thats what valheim is about. I wouldn't let some punk ass ghost ships keep my stuff id keep rebuilding and sailing back untill they've sunk and I sail away the victor.
Setting swimming aside, I am sure there could be many ways to imagine and add new ocean content. Just have to be thoughtful and/or consider a new addition to address the biggest potential pain points.
Thus ofc, meaning it would not be small effort additions.
And maybe just completely forget about diving and just make all loot float ๐ญ๐
Happy some serpent loot sinks tbh. Means you are inclined to use the harpoon.
Omg
Is that what thats used for
Ive just been using it on my friends i didnt even think about dropped loot
๐คฃ
Yes...?
Drag the serpent to the land, and then kill them haha
So if you throw it at an item thats sunk to the ground itll be dragged up to you?
No, you have to bring the serpent to the land which you can pull it up on without too much hassle.
Then when you kill it, the loot is on walkable land.
Having the harpoon be able to yoink items has been a suggestion tho. 
Ohhhh my issue is just stuff falling off. my dumbass friends break the boat too far from dock boom 100 iron nails just gone or they accidentally lob some gear outta the inventory and we now gotta build tower to swan dive off
Classic valheim experience 
Not that it's always a fun experience, but I know it well haha
diving would force us to add tons of underwater things, plants etc
you're ment to stay above water level ๐
Adding thoes other things is kinda the whole point? An entire part of the ecosystem barren and unfinished dominated by a single sea serpent that I can solo on a raft with the first bow. "You're meant to stay above water level" is this not an open world sandbox game where u decide the limits? Im not coming at the game or anything I love valheim and I want it to go down as a monarch of survival games. But players should be able to choose any direction anytime anywhere.
hey @wanton atlas im curious about a potential water update, and im curious what you think about this.
just search my replies here on ocean
I feel like ive gotten my body from harder situations
Ngl kinda proves my point. People dont care how hard it is to get our stuff back. "Sneak past whatever killed you" why? Its valheim be more prepared in that world you should have an extra ship with battle capacity for whatever you were trying to engage in. Im playing valheim cause it makes me wanna rip my eyes out. I dont care how hard it is i just want more content. I would even pay for a water dlc. I love valheim and I want to play it forever.
runs naked up mt on berries
"people" are like 0.01% of the entire player base on discord
and less than 0.000001% chat here
so..
Holy crazy this is how a dev replies to fans of the game telling them they love it, want more content and would be willing to pay.
I have seen what the people desire
Iโd buy a dlc
Same
Thank you kohen, and beautiful Viking
imean its not insane to want it, but also there are plenty of games and sandbox games where you cant even get your toes wet let alone sail the seas with awesome waves and storms and serpents, if underwater adventuring isnt intended to be a part of the game it doesnt have to be.
i also like thematically how the water is just โฆ down there and deep and dont look too closely, there are serpents and krakken and god knows what horrors says the ocean fish text, i dont need to look down there and go โoh its just seaweed and not that deepโ
my upvote on your suggestion and every ocean biome suggestion is just because more flavor and excitement sailing around, like spotting krakkens, or any random encounter but i dont need underwater biome, gimme a couple new creatures, floatsam on top of the water, doesnt need to be sunken i want to stay safely in my boat and not be snake food thank you
i feel like tempting fate with the water gods is the only acceptable answer here
and developers sadly need to tell players some things don't works or is within the scope of the game
windrose, king of thives etc is build around ship combat
vikings didn't really use their ships for combat against other ships AFAIK
You don't understand. YOU might not care, but hundreds and hundreds of peoole will complain, get mad at the devs, rage quit, and create a ruckus. A lot of people complain about and hate the Ashlands. How is a early danger system with the same level of corpse run horror as the Ashlands gonna go over to the general casual players? Don't disrespect the people who make the game bc they try to explain to you how it won't work
and diving mechanic is mostly suggested from people who can't get their nails back since they sink
@lyric hawk devs have stated they donโt want to add any more multiplayer-only features, specifically referencing extra rowing slots as an example
Itโs been suggested a lot tho
Everyone keeps nit picking at tiny suggestions, the premise is the ocean is the safest escape, and extremely empty, you dont need to add enemy ships, or diving. I literally said "forget about diving just make items float" and you gave me a thumbs down. I get that you may not want to make items float (yet you keep listing that as a reason not to do stuff on the ocean), kinda just negative. How is it too much time ask that one of the places we spend so much of our time on be a bit more exciting, dangerous and potentially rewarding. There is literally an infinite array of possibly ways you could go about doing that. Even if you just added like a flock of crows that you need to shoot down. Just something to keep us on our toes.
without going into a 100 hour long discussion again on this subject
there are a thing called paceing
adventure - combat - pace.
if you want a game that constantly will attack you, there are games that does that
but valheim is ment to have cozy moments aswell. not just constant combat
You cannot be deadass, valheim is literally constantly attacking me from any angle all the time why would I want my "cozy moment" in the middle of the ocean doing nothing? That's why we have the meadows. The ocean is literally just time farming, it was pretty cool the first playthrough. But thats about all I can say.
Subnautica will grant you the proper underwater experience you might crave.
OMG i dont need underwater i just dont want there to be nothing but hours and hours of sailing ๐ญ๐ญ๐ญ
And would be strange to see things like nails floating, honestly.
#suggestions message I feel like this isn't rlly needed, if you want it there's the world modifier and if you don't then the stone portal for ash is enough imo
Steve youโre being a tad rude
if items lost underwater is such a common problem, why hasn't a solution been added to the game?
The camera, yeah.
Can be an approuch to avoid all the extra content.
I know you have seen me mention the Oot diving
โค๏ธ
People can have opinions, no need to get worked up about them.
Because games need friction. If every problem just has a one-click solution, then the game loses its edge.
Im not getting worked up or being rude, eveyone has just been nit picking at what I have to say, blowing it off and making fun of it
Im not saying add a one click solution, just make it possible. Not having it be possible at all seems more like a design flaw than friction
There could be ocean biome specific islands/rock out crops with dungeons, or mounds of petrified ship wrecks? (So you canโt just break the floor for 200 fine wood or something). Also, would it be possible to make your grave stone float a certain distance away from where you die in the ocean? That might help with sailing into immediate danger for a corpse run.
I've voiced my opinions on ocean above: #suggestion-discussion message
Iโm not sure how the death marker would work to find it since it moves, in the ocean, it would probably need to be treated like when you have other players in the server with map visibility turned on.
Tbh I think thatโs what most people want
As Smiffeโs made clear though weโre a small group to base community sentiment on.
Wait: would it be possible to increase pick up range? I assume so, and make it a sliding bar in world setting? That could make picking things up in slightly too deep water way easier, not requiring 50 ft of scaffolding to dive down and retrieve what sank down. Instead you would only need maybe 20ft.
The cases where you need to retrieve things on the ocean floor seem a bit rare to me, I have only had to do such a thing once, and that was when I first started playing. I just came to the conclusion that boat was gone fairly quickly and made another. I don't recall ever being fussed about losing things underwater, it feels like a real world problem.
I also feel like youre not getting you can do anything, why would the boss fight need to be ranged? Give us some monster hunter 3 underwater combat in its dungeon. make a flower in there that gives you oxygen. While protecting it from the boss.
The answer is that doing so would require a ton of work from the devs to add something to the game that, although much can be done with, is disproportionate to the amount they would ever reasonably add to the ocean. I do think you should be able to attack with something other than fists though in the water, not sure how big of an ask that would be. Especially since enemies can.
Im not very passionate about the whole biome while I do think it would be really cool, possible and super fun I understand. I kinda just want it less empty and boring.
I don't understand how losing your nails or whatnot even happens that often. I have 500 hours which I know isn't much, but I've still never lost my ship or ship items to enemies. Just be a bit mindful that's all. And you can build a tower and jump and bam
~~do I forget where I last parked my ship tho, yes, often ๐ ~~
Iโm paranoid and always leave a map marker
Now I remember how we used to be able to place the skull marker on the map. It was perfect for marking the locations of dungeons. ๐ญ
I usually do too but sometimes I forget xD Or I forget my portal name to the continent ๐คฃ I sailed to a continent again where I forgot to build a portal apparently and finally discovered where my other longship has been hanging out ๐ญ ๐คฃ
On my first mapless playthrough on a server with friends we didnโt know how to navigate using the world tree as our North Star yet, and after getting wiped out while exploring we thought we lost a ship forever. We ended up finding it again my chance around 100 days later while looking for iron.
Oof that's rough but the surprise must have been funny XD
I love mapless runs, it forces me to actually invest in making usable infastructure across the map.
don't abuse the ability to post pictures in this channel
youre such an op ๐
Pocket watching him ๐คฃ
"You are being serpunted..."
don't.. abuse...
I think it could be nice to add an easier way to find traders, or increase the amount of locations a trader can spawn at. I took these pictures of world seeds. I set it to only show Haldor locations to show that on some seeds, travelling in a certain direction absolutely destroys your chances of finding Haldor. On some seeds it's better but overall it's not very enjoyable to sail around aimlessly and locate Haldor, then do that 2 more times for the other traders. It could also be worth it to look into restricting how close Haldor spawns can generate to each other or on the same side of the world.
you are not suppose to have a mission to find him. rather you're suppose to stumble on him
his spawn range is very far, and he shows up on the map automaticly
I'm showing that it can be hard to stumble upon him
seed: (the empty seed) is the most extreme example but in that seed, if you move north, east or west you wont find him naturally or on a mission to find him
and theres definitely more seeds like that
It's not hard to find him ๐ญ By the time we do elder everyone has already found all three in my worlds. They're so easy to find I've never beat the others to discovering it first ๐
Yea I usually find all 3 before Elder too. Though I actively go exploring for 2-3 hours after I get Karve to find some various things
New player could struggle, but I think that's the case with just about everything in the game. If RNG screws you, it screws you
