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1) Yep
2) Yes the balance between chill/low stress and then risk/reward in the dungeons is perfect. Sometimes you want to chill, farm a bit, expand the house, etc., and you can do that. Sometimes you want your heart beating and risk and find treasures, and you can do that. In Valheim you have base raid's which I never were a fan of, and result in digging out a moat around your house on every single play through.
3) Spot on. In Valheim, when farming an unknown resource for the first time, a pop-up appears (is satisfactory on it's own) telling you, you unlocked something. If we have like a list of receipies, but they were all "greyed out" or "locked" until you find all the needed resources, now we have a reason to go out and find mushrooms and other resources, and everytime we find a new one, it feels like we accomplished something.
4) Spot on, and a difficult subject. One thing, it's still early access, we simply don't know. Another thing, too much handholding destroys immersion and sense of exploration. It's a difficult fine balance.
5) Yep - The devs have said they are not focusing on the narrative yet, which would probably solve this, so let's see where it goes.
Not sure if this is doable/worth it for dev but I liked the way that MoE does different quality seeds/crops you sow/harvest. It's satisfying to work so hard growing the lowest tier crops to work your way up to premium crops.
I do like the idea of having quests/tasks for the npc's you bring to town. Maybe even through in reputation to unlock certain things they will sell you.
I saw the devs talk about NPC's as quest givers some time ago, so they are certainly thinking about it. Great idea, that both shopkeepers and other NPC's have wishes for different ressources, gives even more reason to sail out and find them. As you say, if shopkeepers also had quest/wishes, and if you provide certain things for them, they start sell/buy new stuff as well - or other rewards
While the store page description says "a brutal survival" bla bla bla ... the actual "tags" associated with the game are quite tame. Its launch was nothing short of viral and it was widely received as very approachable to even casual players. That holds until mid-late game when difficulty ramps almost exponentially.
I did "complete" the Mistalnds/boss but the boss fight was an HOUR-LONG cheesy slog for me playing solo. Not impossibly hard ... but hardly fun. Had to leave the fight, go home and repair gear, and return three times. I can't think of any other game where you even COULD leave a boss fight ... let alone return and pick up where you left off.
The "discussions" there have become quite toxic. Casual players rage-quitting because it's "too hard" and want difficulty settings while the "gatekeeper" hardcore players want it even harder. And for some reason many of the hard-core are downright hostile to any hint of difficulty settings because it will "ruin" the game. (I still fail to see how allowing one player the option to turn down difficulty ruins anything for another player.) And the hardcore player always have the same answer ... mods. I'm sorry, hardcore players can use mods (or even just use lesser gear to make it harder) ... casual players (almost by definition) are "casual" and least likely use mods.
The latest update has many players caught in a punishing death spiral. Die and you lose your gear. Normally you can retrieve it, but in some cases they just die repeatedly trying to get back to it. You also lose "skills" with each death. Some players had maxed out skills at 100 only to die many, many times and their skills are now in the 40's. Which means with each defeat you are LESS likely to succeed.
This may be an unfair characterization, but since communication from the devs is almost nonexistent... my imagine can run away with itself... It almost feels like since Valheim sold 10m copies, they don't have to worry about sales or whatever and they can make the game THEY want regardless of player feedback. Contrast that with, say, The Long Dark. As I understand it, that started out to be a "story" and they made a "sandbox" available for players to tinker around in while they waited. The PLAN was to delete the sandbox when the story was done. Well the sandbox was the huge hit. It changed the course of the development and the "story" is now a back-burner project and the "survival sandbox" is what The Long Dark is known for.
More casual players who just want to build and have fun with Valheim can either (a) use cheats or mods (b) play the game but only to a certain point or (c) pack up and move to Len's Island!
Granted I'm new here, but I like everything I've seen from Flow Studio so far. I don't want this to become a Valheim-bashing thread -- I do love "most" of the game -- but I do think there are lessons to be learned (or maybe mistakes to be avoided).
I'm really hoping Len's can become my new "go-to" game. I hope it's a huge success ... we could really use more "family friendly" games and fewer "brutal" "horror" "punishing" "dark fantasy" ones.