Some things to change going forward...

These things are just my thoughts. You can add your own. If you disagree with something someone has said, attack the idea, not the person.

1) Waves need to go in direction of the wind. A few rogue waves are fine.
2) Fishing pole from the beginning.
3) More ways to get rid of the vast quantities of useless loot.
4) Onions shouldn't be in mountain loot chests.
5) Phantasmal ship crew. Strange seeing a longboat with a single driver.
6) No skill loss on death.
7) Increase base stats to 100, allow food, etc., to boost up from that point.
8) Allow for individualized weapons and armor.
9) In general, improve farming so that it doesn't take over exploration and construction.
10) The map rendering can be a little too random in terms of boss guides/placements.
11) Hostiles should never spawn inside a fenced, built-up area.
12) The deer should be silent.
13) The deer should be silent.
14) The special materials for the forge and kiln should be removed or only used to make magical equipment or magical TP gates.
15) Ship warp gate with minimum distance range set (for those individuals who are whining about the sailing).
16) Draft animals. I am not a draft animal. I am a Viking warrior. I do not pull the cart.
17) Glass, huh? Because that was common around 900 A.D. *NOT*
18) Expand effect of fires/torches, etc.
19) Expand effect of being well-rested.
20) Comfort level of last resting area affects skill gain speed and stamina.
21) Continued optimization. There are those stutters, see......
22) Waterwheels are ancient. So are windmills. They, not magic stones, should form the basis of forging, etc.,
23) Improved spawn rate of certain materials or allow conversion to crops (Blueberries/Raspberries).
24) NPC travellers to sell/trade to or conquer (not just always empty villages).
9:13 pm, January 26, 2022
jrc 0 comments 0 likes

Parka replied to Some things to change going forward... January 26, 2022 @ 11:47:21 am PST

basically you want it easy, no thanks
9:13 pm, January 26, 2022
0 comments 0 likes

jrc replied to Some things to change going forward... January 26, 2022 @ 11:53:52 am PST

Which ones do you think would make the game unrealistically easy?

There are some things that need some work. There are some mechanics I don't like. There are some things that have never made even fictional game sense (like the onions or the special rocks needed to make a forge).

The food = hpts mechanic never made any sense, any more than the vitamin implementation in Atlas made sense (since you could sail across a full map in less than 40 hours). The vast amount of excess loot in this game has always been unfinished business, as have the barking deer.

Let me add to that the need to put down a crafting table every 20 feet to build/repair anything... including roads, and the simplicity of the hoe that does not allow for better levelling of the ground.
9:13 pm, January 26, 2022
0 comments 0 likes

Ren replied to Some things to change going forward... January 26, 2022 @ 11:59:24 am PST

Originally posted by jrc:
4) Onions shouldn't be in mountain loot chests.
Yes! Maybe they can be in the chests, but it is strange we don't see them growing anywhere. Onions like the cold, and they like sun (mine survive snow every winter), so low mountain elevations would even make sense.

Originally posted by jrc:
16) Draft animals. I am not a draft animal. I am a Viking warrior. I do not pull the cart.
I would still like to see a handcart as a option. It's rational to allow it, and it would be inconvenient if your livestock had all died - plus it's very funny to pull the cart with your 3 loser Viking friends bumming a ride.

But it's strange you can't hitch animals to carts. Dogs were used as draft animals in the past, so it's strange you can't use a wolf for this purpose. Maybe it would just strike non-historically minded folks as bizarre, because dogs aren't used as beasts of burden anymore at all, save for sled dogs. Lox cart seems sensible. It's implied that Halstein pulls a cart, at any rate.
9:13 pm, January 26, 2022
0 comments 0 likes

jrc replied to Some things to change going forward... January 26, 2022 @ 12:02:46 pm PST

Well, onions can handle the cold.... but not arctic conditions. Low mtns would make sense... Or high plains. True, there should always be a handcart option.... it should be basic... like a wheel barrel. Wolves.... or non-barking tamed deer? (because reindeer) for a level-up to the cart?

Reindeer for the win, I think.... up to 8? And some red dye......
9:13 pm, January 26, 2022
0 comments 0 likes

mcc replied to Some things to change going forward... January 26, 2022 @ 12:11:21 pm PST

I hope they will add human enemies.
I want 2 battle other vikings & conquer their villages etc.
9:13 pm, January 26, 2022
0 comments 0 likes

Ren replied to Some things to change going forward... January 26, 2022 @ 12:11:44 pm PST

The current handcart seems reasonable enough for Bronze Age, but a livestock cart would be excellent as an addition, particularly at Black Metal Age. Tamed deer would be very cool! I was surprised they couldn't be tamed, since the "Wild, frightened" message appears over their heads. I was tempted to try, but I assume someone has confirmed it isn't written in the code.

I had expected an animal like a standard old horse, but with the loxes being here instead, I guess they will not be doing that. Too bad! The horse girl in me would love to have a herd of all different colors. What's a warrior without his horse, anyway?

Originally posted by mcc:
I hope they will add human enemies.
I want 2 battle other vikings & conquer their villages etc.
It is strange this isn't included, but I read it as, "You died doing this in real life, now face purgatory where the villages are stocked with draugr and fulings." I would ideally like more friendly NPCs, too, but I'm guessing I'm in the minority there.
9:13 pm, January 26, 2022
0 comments 0 likes

jrc replied to Some things to change going forward... January 26, 2022 @ 12:24:51 pm PST

Well, the cart is a lot older than the bronze age. How about the taming dependent on the location of a certain resource (a grain)? I've read that the first war carts were pulled by cattle or oxen. Can you imagine? "Everyone charge!" *clop clop clop clop* The Celts, of course, had fast chariots when the Romans showed up. Without cavalry cover, I'll bet those Romans were pretty unhappy.

A warrior without his horse is.... a Viking?
9:13 pm, January 26, 2022
0 comments 0 likes

Ren replied to Some things to change going forward... January 26, 2022 @ 12:27:36 pm PST

Originally posted by jrc:
Well, the cart is a lot older than the bronze age. How about the taming dependent on the location of a certain resource (a grain)?

Ah I meant Bronze Age in game, not in real life. Valheim's got a fair bit of fantasy and many things entirely unrelated to Vikings anyway. Goblins, for one!
9:13 pm, January 26, 2022
0 comments 0 likes

Lecherous Lychee 🐸 replied to Some things to change going forward... January 26, 2022 @ 12:30:56 pm PST

AGREED:

1) Waves need to go in direction of the wind. A few rogue waves are fine.
2) Fishing pole from the beginning.
3) More ways to get rid of the vast quantities of useless loot.
4) Onions shouldn't be in mountain loot chests.
5) Phantasmal ship crew. Strange seeing a longboat with a single driver.
16) Draft animals. I am not a draft animal. I am a Viking warrior. I do not pull the cart.
18) Expand effect of fires/torches, etc.
19) Expand effect of being well-rested.
20) Comfort level of last resting area affects skill gain speed and stamina.
24) NPC travellers to sell/trade to or conquer (not just always empty villages).

Players should be able to craft fishing poles, rather than buy them. It makes no sense that we can craft workbenches, axes, and buildings, but cannot craft fishing poles.

Onions should be something we harvest, rather than something we find in chests.

DISAGREED:

6) No skill loss on death.
7) Increase base stats to 100, allow food, etc., to boost up from that point.
9) In general, improve farming so that it doesn't take over exploration and construction.
15) Ship warp gate with minimum distance range set (for those individuals who are whining about the sailing).
17) Glass, huh? Because that was common around 900 A.D. *NOT*

There could be better ways to handle death, but I don't have any issues with skill loss on death. It just makes me play smarter.

Base stats at 25 is good. With the right foods at the Iron Age, I get about 165 Health and 180 Stamina with foods.

I find it hilarious that people continue to think that farming takes up so much time, that this game turned into a farming simulator. Check out some of the negative reviews after H&H. I spend about 5% of the time farming and cooking. I don't know what other people are doing that they're spending the majority of their time cooking/farming. :lunar2019crylaughingpig:

A lot of people who complained about sailing didn't realize there are three speeds: 1 chevron = paddling, 2 chevrons = half sails, 3 chevrons = full sails. They immediately bring it to 3 and cry about not moving when there is head wind. :lunar2019crylaughingpig: We don't need to dumb the game down anymore than it is for the halfwits.

Glass may not be common in 900AD, but neither are crystal battle axes, giant ravens, and stone golems. ;)

I am indifferent to the other suggestions.
9:13 pm, January 26, 2022
0 comments 0 likes

DivineEvil replied to Some things to change going forward... January 26, 2022 @ 12:31:57 pm PST

Would like to reply to these. Like have been asked, attacking the ideas, so don't take personally.

1) That seem to be the case anyway. Also, waves follow the currents, not the winds.
2) Trivializes the tool. Maybe as a rare loot in Draugr Villages etc? Would still need bait.
3) Agree. An inventory feature or an early furniture item.
4) Couldn't care either way, since Mountains are harder than Swamp. Reasons?
5) Maybe as an even later version from Darkwood, with ghost rowing the ship at night?
6) Death have to be punished. Its an incentive to be better at fighting and retreating at correct times.
7) No reason to. Current stats are good.
8) Needs elaboration. Like shields?
9) It doesn't unless you're trying to feed the whole world. Most part of farming is waiting.
10) Its supposed to be. You look for them and thus need to explore.
11) Hostiles don't spawn in the workbench areas, fences/walls protect the workbenches.
12) Would make it too hard to hunt them.
13) Say thanks they don't have mating seasons and whatnot.
14) Why? There's plenty of dungeons to go about, and swamps have surtling fissures.
15) Whining about something doesn't make it wrong. Sailing is fine.
16) In the near future, probably. Nothing is wrong with hand cart either. Been there, did that.
17) Perhaps, clay would work better. Does it worth the effort?
18) No need.
19) No need.
20) No need.
21) Stutters are only on world save, unless played on a potato. But sure.
22) Neither were used for forging etc. Magic stones are valid substitute for hard manual labor.
23) Agree on berry cultivation, though not important since they fall off over progression.
24) NPC is general are good, though complicated. More traders than one certainly would help.
9:13 pm, January 26, 2022
0 comments 0 likes

jrc replied to Some things to change going forward... January 26, 2022 @ 12:32:07 pm PST

Old French: gobelin circa 1195 in writing, much older in spoken languages. Possibly related to the german "Kov" or "Kobe" a crack or crevice. And related to Kobolds, too (from which we get the ore "Cobalt." (but they didn't have dog heads. The vikings had them :-)
9:13 pm, January 26, 2022
0 comments 0 likes

jrc replied to Some things to change going forward... January 26, 2022 @ 12:34:02 pm PST

The problem with the 25 default stat is that it is too low, IMO, especially since the AI improvements. How about a compromise between 50 and 75? Or tie it directly to a game difficulty setting... something that could be set up in the server config file...
9:13 pm, January 26, 2022
0 comments 0 likes

Quintium replied to Some things to change going forward... January 26, 2022 @ 12:35:19 pm PST

Originally posted by jrc:
These things are just my thoughts. You can add your own. If you disagree with something someone has said, attack the idea, not the person.

1) Waves need to go in direction of the wind. A few rogue waves are fine.
2) Fishing pole from the beginning.
3) More ways to get rid of the vast quantities of useless loot.
4) Onions shouldn't be in mountain loot chests.
5) Phantasmal ship crew. Strange seeing a longboat with a single driver.
6) No skill loss on death.
7) Increase base stats to 100, allow food, etc., to boost up from that point.
8) Allow for individualized weapons and armor.
9) In general, improve farming so that it doesn't take over exploration and construction.
10) The map rendering can be a little too random in terms of boss guides/placements.
11) Hostiles should never spawn inside a fenced, built-up area.
12) The deer should be silent.
13) The deer should be silent.
14) The special materials for the forge and kiln should be removed or only used to make magical equipment or magical TP gates.
15) Ship warp gate with minimum distance range set (for those individuals who are whining about the sailing).
16) Draft animals. I am not a draft animal. I am a Viking warrior. I do not pull the cart.
17) Glass, huh? Because that was common around 900 A.D. *NOT*
18) Expand effect of fires/torches, etc.
19) Expand effect of being well-rested.
20) Comfort level of last resting area affects skill gain speed and stamina.
21) Continued optimization. There are those stutters, see......
22) Waterwheels are ancient. So are windmills. They, not magic stones, should form the basis of forging, etc.,
23) Improved spawn rate of certain materials or allow conversion to crops (Blueberries/Raspberries).
24) NPC travellers to sell/trade to or conquer (not just always empty villages).

1) Who cares?
2) Nah. You just want it to be easy
3) Throw it in the water away from a workbench. They will disappear over time. Problem solved
4) Nah. Onions can come later in the game. It is part of the progression. Doesn't have to be realistic.
5) Nah. It is fine as is. So one "rows" or the wind carries you. You not winning anything in the end.
6) Nah. Losing skills at death is a good punishment. Else I suggest: DON'T DIE!
7) No. The food system is well balanced. You're again looking to make it easier
8) Why? An axe is an axe.
9) But it doesn't. Plant things. Go explorer and play and come back to it.
10) Oh no. Random doing random things
11) There is ways to protect against this. You really just fishing for complaints
12) omg. An animal that makes sounds. Game changer!!
13) omg. An animal that makes sounds. Game changer!!
14) Why?
15) No. Stop whining
16) Remember this next time you go to the grocery store and push a shopping cart around
17) Dragons?!? In 900AD?!? Who said it was 900AD to begin with? I could still go to Valhalla!!!!
18) Why?
19) Nah. it is fine. Rested bonus is a luxury you should treasure.
20) Huh?
21) OMG. It is an Early Access game.
22) No. It is OK to have challenges in game to progress. Get over yourself
23) Nah. They are fine. A group of Raspberries has been picked clean and no re-spawn? Go to that grouping that is like 50 steps to the west. It is everywhere. Work for it a little
24) See no value there

Overall, you just want an easier game. Here is what I'm gonna suggest: Go make your own game. Or stop complaining and let the game devs do their vision of how they want the game.
9:13 pm, January 26, 2022
0 comments 0 likes

jrc replied to Some things to change going forward... January 26, 2022 @ 12:36:17 pm PST

A friend of mine had to put down 25 crafting benches in a medium-sized enclosure to keep things from spawning on a terrain transition. That's carried away, IMO.
9:13 pm, January 26, 2022
0 comments 0 likes

Straight-Stack replied to Some things to change going forward... January 26, 2022 @ 12:36:30 pm PST

Originally posted by jrc:
These things are just my thoughts. You can add your own. If you disagree with something someone has said, attack the idea, not the person.

1) Waves need to go in direction of the wind. A few rogue waves are fine.
2) Fishing pole from the beginning.
3) More ways to get rid of the vast quantities of useless loot.
4) Onions shouldn't be in mountain loot chests.
5) Phantasmal ship crew. Strange seeing a longboat with a single driver.
6) No skill loss on death.
7) Increase base stats to 100, allow food, etc., to boost up from that point.
8) Allow for individualized weapons and armor.
9) In general, improve farming so that it doesn't take over exploration and construction.
10) The map rendering can be a little too random in terms of boss guides/placements.
11) Hostiles should never spawn inside a fenced, built-up area.
12) The deer should be silent.
13) The deer should be silent.
14) The special materials for the forge and kiln should be removed or only used to make magical equipment or magical TP gates.
15) Ship warp gate with minimum distance range set (for those individuals who are whining about the sailing).
16) Draft animals. I am not a draft animal. I am a Viking warrior. I do not pull the cart.
17) Glass, huh? Because that was common around 900 A.D. *NOT*
18) Expand effect of fires/torches, etc.
19) Expand effect of being well-rested.
20) Comfort level of last resting area affects skill gain speed and stamina.
21) Continued optimization. There are those stutters, see......
22) Waterwheels are ancient. So are windmills. They, not magic stones, should form the basis of forging, etc.,
23) Improved spawn rate of certain materials or allow conversion to crops (Blueberries/Raspberries).
24) NPC travellers to sell/trade to or conquer (not just always empty villages).

Respectfully,

1) Could be done, not sure that it's entirely necessary but it would be nice if it was like that.
2) Fine wood. From beginning would be far too easy, imo.
3) Nothing is entirely useless? If you really, reeeeeeeally don't want it, dig a hole to throw it out in, or pitch it in the sea. Problem solved.
4) Would be nice if they were found in patches in the world like the other crops, I agree.
5) I'd rather not have a ghost crew, but for more 'passengers' on your ship to increase the rate at which you row, except for the raft.
6) What then is the penalty for death other than equipment recovery? It's fine the way it is, imo; it's a learning experience. Take fewer risks.
7) No. That removes skill progression and thus accomplishment.
8) Would be pretty neat, yeah. Agreed. Preferably cosmetic only, imo.
9) Once you've got your farm established well enough, with a surplus of 200 of your crops (in crop and seed) it becomes a non-issue. At that point, you just plant and leave them there until you do a cook-off and then go take care of the crops again.
10) I like it. Keeps me on my toes.
11) They don't if you've done your build correctly; never had a boss spawn inside my fortifications though.
12) Eh. Not really that bothersome.
13) I'd miss the HUURRRRRRRP
14) I disagree, and I don't understand why that is an issue at all?
15) They need to find another game then. Sailing mechanic is fine.
16) I'd love a pony, or mule, or ox or something else I could attach to the cart, yeah. That would be pretty boss. Maybe that'll happen one day. Would be nice.
17) Crystal, gotten from a critter that can be kind of a pain to deal with. I don't see the problem.
18) Torches and fires don't really give off very good light and they lose heat radiation rapidly unless contained and properly backed/reflected.
19) I assume you mean expanding the time frame? If so, I disagree; at 12 it lasts nearly from dawn to early evening.
20) It already does that, it's just not a widely known feature.
21) Yup.
22) Okay, but Einherjar (which is what you are effectively playing, or an Einherjar in training) are just fine and dandy? I mean... you are effectively an undead warrior... so I don't see the problem.
23) I don't follow. You want waterwheels and windmills (windmills are in the game already btw) to be the basis for forging, but for materials to suddenly be able to be converted to crops, or for ghostly crewmen to appear on a longship? With what, magic? I just don't see the logic in that.
24) The only NPCs you'd be likely to find would be other Einherjar, stranded Svartalfr, perhaps a Alfheimr displaced, maybe a Jotun or two? Valheim is, effectively (in this game's lore) Odin's prison where he stuck a bunch of nasties and then severed that whole limb of Yggdrasil right off the World Tree. I don't know that there'd be a bunch of Scandinavian peasantry anywhere on that world and if they were they're not folk you'd want to know. Maybe I'm wrong. I, too, would like to see some more NPCs to seek out and interact with, but they'd likely be other Einherjar just like you and probably just as well armed and armored... so, trading might not be on their agenda.

25) an Iron Knife in the traditional Scandinavian Seax style. Just seems a no-brainer to me.
26) adjust the melee range of the spear to be more in line with the reach of, say, the atgeir-- don't change it's attack arc, possibly lower its speed just a tick. Spear for range is great once you get the hang of it, but in melee it can be... sub-optimal.
27) some way to treat wood so that it doesn't become deteriorated. I'm not looking for some magical, mystical 'bestest wood evar' nonsense, just something so that, if you treat the wood a certain way or add something or... i dunno, something, your builds don't deteriorate and it's easier to make open air decks and railings and the like without them looking like they're falling to pieces after the first hard rain.
28) double-tap direction to dodge. Maybe that's already a thing I can map out in the key mapping; thought just occurred to me.
29) replace the hoe with a mattock. That seems more the tool they're going for. Not knocking the mechanics, just the name/art.
30) more placeables or the ability to place things on item stands that it seems like we ought to be able to place. Hides and leather scraps, feathers, etc. Even helmets. I'd love to be able to put a helmet on a table...
31) some sort of anchor for ships so that I don't have to jump out of it to get it to stop.
9:13 pm, January 26, 2022
0 comments 0 likes