Facewound replied to Crypts February 22, 2023 @ 4:41:00 am PST

Originally posted by Rhapsody:
Originally posted by Facewound:
Imagine your face expression when 1.0 releases and its still have the same problem. What rubberbanded justification are you going to bring then?

The Elder's loot. It's literally "swamp key". You need to find a swamp and find something where the key fits. That's where the magic happens. There's usually more than one reason why any given feature in the game works exactly how it's supposed to.

Survival games, and Valheim, are not about being spoon-fed things.

But, back to the actual topic.

Crypt generation used to be... generous, way back. So if someone comes showing off how they have literally 20 crypts clustered in almost a symmetric arrangement, don't let it make you feel like your doing something wrong. And no, it wasn't actually great back then. It just meant more sailing trips to the exactly same place over and over again instead of covering more land and seas and possibly finding something even better or useful to future progression tiers.

You can always use Valheim World Generator or some other tool to view dungeons or other locations on your own world or any other seed if you need points on how to proceed.

First you have to google and learn about distance-from-edge requirement
Then you have to use valheim-map.world to find out where the heck all crypts spawned
Then if you can't find a damn Moder/Yag vegvisir you have to use VH world generator to find out where its spawned

I think it's fun and fine for you, but that's not how the game is supposed to work. Players should progress through the game naturally without studying game mechanics that are not directly exposed to a player (aforementioned distance-from-edge requirement). Otherwise its breaks immersion and taints the experience. Not everyone has time and/or desire to explore a game they are playing to relax.
3:13 pm, February 22, 2023
Facewound 0 comments 0 likes