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thats true - the perspective is one thing
in my first hours of gameplay i died a lot but the expirience lets me get better
i think the punishment for dying helps a lot on learning how stuff works
maybe all bosses have only 3 attacks but its not really about that
in the end one is able to get use to the things in game
and yes - i died by falling of the roof
5% skill loss is motivation to NOT get killed... Motivation to always stay filled up on foods, and rested bonus... motivation to stay aware of your surroundings... motivation to run away from a fight if odds are against you... motivation to watch your step while building your house.
That being said. I’ve died stupidly in base before while building. If somehow being in base prevented skill loss then I don’t think I would mind, care, or notice.
Skills are not insignificant either with +130% damage at max level, -80% bow draw time etc.
Yes, you can complete the game at 0-level, speedrun it naked with a club, "I never look at the skills" etc. I have a self-imposed permadeath character that I defeated Yag with, and played my share of roguelikes with permadeath back in the days.
That being said, people are in general loss averse, and the skills represent progression. So once you start paying attention to them it can feel quite frustrating, seeing how days of skill gains are lost with one death with a single mistake, and again can encourage "unfun" gameplay. Like now I have to decide if I go and fight the mistland boss blind (which is the "fun" option, but likely resulting in death, undoing days or weeks of skillgain), or look up some guides / wiki beforehand (safer but boring option) but more likely to keep my skills intact.
Edit - And of course for multiplayer it could be set by the server owner and anyone playing on that world would inherit the server setting.
That doesn't seem like a hard choice to me. I made the same choice when entering ML, choosing to go in essentially blind. I died a couple of times, but, we waited a long time to experience a new biome, so there is no way I would throw away the surprise, excitement, and learning experience to protect a couple of percentage points of damage output.
Same with the Queen, you only get to fight her once for the first time. Why ruin it just to save a few points on your stats?
Corpse runs lead to adventure, problem solving and extra stories, but skill loss adds nothing to the game's entertainment value. So I modded out the skill loss.
It's not that I want everything on easy mode. I did have a permadeath phase while waiting for the new content. That taught me plenty about not being so careless. But that's more for experienced players. New players need to take extra risks while learning the game, so I stopped doing permadeath when exploring new content. Not dying takes a lot of player knowledge and skill, both of which need to be learned, often through mistakes.
This one works fine on the current build and lets you tweak both skill loss and what you respawn with:
https://www.nexusmods.com/valheim/mods/1068
I don't mind being punished for getting killed, but the skill loss system as is just feels really bad, especially with it potentially setting you back literal hours of progress on them. It needs to be tweaked, replaced, or removed.
The game has you spending way too much time planting turnips, arranging your living room and pick mushrooms in the woods out back to rely on a pure hardcore player base. It's crazy casual so much of the time.
ftr I LIKE the challenge of the GAME as is. I like item loss, it creates adventure. Skill loss does not create adventure. However, I do see the point of a skill loss system, though it's not necessary for me, I am death averse even in games I can save in lol, but it's imbalanced to the point of being punitive instead of just encouraging of a more careful and thorough play-style.
If a rebalance offends the hardcores, may I humbly suggest there are plenty of devcommands and mods at their disposal to make as hard as they like.
Valheim is not a game made to cater to the masses, they've even stated the opposite. It's a niche game not meant for everyone, and the devs don't expect to please everyone, nor care to.
I don't know why you're expecting this to be minecraft with smooth edges.
It's way easier for casuals and "story mode" players to devcommand/mod their way into godhood than spend dev time to rebalance the game to make it easier.
The game doesn't need it. Just like -Souls games don't need to be rebalanced so anyone can play them.