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got a link?
separately, you used one of those valheim seed/map generator websites before ?
We don't know why they went for this algorithm exactly, but in general terms the reason the 'random' terrain is pre-determined is the same reason that wind and weather are pre-determined. That's just how 'random' numbers work in computing, you have to take extra steps to make them not repeat like this. It's why you can use randomisers to create consistent landscapes in the first place.
Mathematically, a 'truly' random version of this algorithm would be equally pre-determined, but spread over a much larger probability space so we'd never notice the overlaps. That would use higher precision numbers and so be more expensive to run.
The meta-maps are only hosted on the Discord afaik, and Discord intend to stop allowing external file links so I've copied them to gdrive. https://drive.google.com/drive/folders/1YLeYJ7jPDvPVQmJBAn8uEow-pvGBSmAu?usp=sharing
When I got into the new world with the same seed the terrain wasn't exactly as it was before. The mouth of a river was off by 1 tile from previous. Large boulders had shifted by a tile or 2 and the flat spot that was perfect for a base was no longer perfectly flat. It had some slight ridges that were either 1/2 tile higher or lower than previous. This made that spot not perfect as it was previously but I made it work.
... Which indicates that they think the current world generation method is good and not liable to change, but to my mind it seems to me like it needs a lot of work and is... highly questionable in my opinion.
My reasoning is that it seems the worst of both worlds.
In a fully fixed world you can really meticulously plan out the world and have a balanced experience that fits exactly what you want the player to see, this lets you control biome placement etc. You however lose the unique qualities of random world generation.
In a totally random world, you have no control over how biomes generate and so on and have no idea really beyond hoping for the best that a world you generate turns out to be a satisfying one for the player. However, players get the opportunity to play in unique worlds that are totally different from one another even if sometimes similarities may arise just from how the world generates or because of prefab locations (like dungeons and so on).
Valheim, sort of has a fixed world in that you can apparently look up the pre-baked heightmap and see the entire world, and then see that your own world is basically, in some way predetermined, excepting of course some features.
However, because biomes and stuff are all still random or at least fairly random, you're also not assured a particularly good experience exploring the swamp, you're not guaranteed you'll have enough crypts to get enough iron to make anything useful, you might get boss altars scattered half across the map.
So I would argue that Valheim has a lose/lose system where you don't get uniqueness and you don't get the balance benefits of a true fixed map.
I just find it uninteresting to know that people are so familiar with the map as we know it that we have names for locations (like the big mountains for instance). I just think that takes a lot away from the experience of the exploration, and knowing about this really tarnished a lot of my enjoyment.
This is how I feel basically. It feels like a really quick, cheap n dirty method of generating worlds for the player. I can't deny it is effective, I just wanna make that clear. It IS an effective system, clearly. I don't think it is particularly great though and it has what I feel are a lot of critical downsides, in a game based around adventure and exploration...
Oh like we actually have access to that, and it's possible to manipulate generation with mods? Alright, okay, I guess that's nice at least... maybe I'll try doing that when I finish my current playthrough.
So unless a player knows that's how it works and is deliberately looking for it in the map generator, they are unlikely to notice just by playing the game.
I think the better question for something like this is. And this is rhetorical,
Do you actually play this game, and discover enough about each variation of every seed you have joined. To see a degree of similarity between those variations, that it ruins your game play?
Procedural oatmeal is a problem all world generators stuggle with.
I think pre-gen "random" worlds is great and if they are small, then you can pack more detail than a world that never ends.
I've played over 3000 hours and never noticed anything related to this. If you don't know about it (and even if you do and ignore it), I can't imagine this really makes any difference. The only way this makes a difference to me is that I have a couple of very tall mountains that I've found, and it's a little disappointing that they might not be entirely random.
What bugs me much more are the fine details that are all the same. Pretty much everything is made up of a few models with very little variation. I know, for example, that if I want to sleep in one of the small towers in black forest, I can clear the interior, put my bed against the back wall, a fire next to the door, with both sheltered even in a rainstorm. The rocks, trees, pretty much everything is cookie-cutter.
I understand why the game is made this way. Good random generation is not an easy problem. For what the game is, I think it's a reasonable balance.