Valheim

Valheim

rDrop Dec 25, 2023 @ 9:57am
Modifiers
Am I blind or did they miss the main and the most important modifier for online servers?
Allow transferring items from other worlds ? Yes/No
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Showing 1-13 of 13 comments
Suzaku Dec 25, 2023 @ 9:58am 
If you don't want to, then... just don't?
rDrop Dec 25, 2023 @ 10:02am 
Originally posted by Suzaku:
If you don't want to, then... just don't?
Not sure what you mean, the modifiers are world's customizations that let you make the world easier or harder, but I think they forgot to add the restriction of transferring items between worlds
Last edited by rDrop; Dec 25, 2023 @ 10:02am
Suzaku Dec 25, 2023 @ 10:04am 
You would have to be the one to transfer stuff. So exercise self control and don't do that.
Veseljko Dec 25, 2023 @ 10:04am 
No, they didn't miss it. They said they will not implement something like that.
Here is copy-paste from developers discord channel:

"Reasons for not locking characters to servers / moving materials between servers
1. If you have fully explored a world, and want to make a new one with your old character. You can just move!
2. You can move your entire farmed material stockpile into a new world, or parts of it like settlers (roleplaying posibility)
3. Helping a friend in need with a boss? materials needed to build something? Trade between servers ?(roleplaying for example)
4. have a server-side toggle feature would enable hosts to take characters hostage...
5. Client side character toggle would be as safe as it is today with players "promise" not to transport things without saying it.
6. Locking objects from being moved between servers could just as easy be by-passed by mods just as mods enable free-build on servers.
7. Locking objects would require us to actively locking them for everyone. Or a toggle option would still be circumvented as in reason 6.
8. Maybe look at it in another way and ask your friends why they do this when you don't think it's okay.
9. We as developers do not want to limit users.
10. Finally it's a game."

It's an old post, but I think they didn't change their opinion on this.
rDrop Dec 25, 2023 @ 10:15am 
Originally posted by Veseljko:
No, they didn't miss it. They said they will not implement something like that.
Here is copy-paste from developers discord channel:

"Reasons for not locking characters to servers / moving materials between servers
1. If you have fully explored a world, and want to make a new one with your old character. You can just move!
2. You can move your entire farmed material stockpile into a new world, or parts of it like settlers (roleplaying posibility)
3. Helping a friend in need with a boss? materials needed to build something? Trade between servers ?(roleplaying for example)
4. have a server-side toggle feature would enable hosts to take characters hostage...
5. Client side character toggle would be as safe as it is today with players "promise" not to transport things without saying it.
6. Locking objects from being moved between servers could just as easy be by-passed by mods just as mods enable free-build on servers.
7. Locking objects would require us to actively locking them for everyone. Or a toggle option would still be circumvented as in reason 6.
8. Maybe look at it in another way and ask your friends why they do this when you don't think it's okay.
9. We as developers do not want to limit users.
10. Finally it's a game."

It's an old post, but I think they didn't change their opinion on this.

Thank you for the quote, but I think this was before the modifiers update, because right now, they did add a way to customize servers and I don't see why would it be bad to have a world that doesn't accept items that weren't created in it.

All those points wouldn't apply if they, allow people to move items to servers that allows it, and restrict items on servers that doesn't accept foreign items.

Technically, it would be as simple as adding the source server when creating items.
Suzaku Dec 25, 2023 @ 10:21am 
Probably because it would be a lot easier to do nothing and tell people "Hey. Just don't.".

You're literally saying "I have no self control. Why don't the developers add in additional restrictions for my extremely niche case?"

It would be like wanting to do a No Bow run, and asking "why don't the devs add a modifier that removes bows?", when the real question is "Why can't you just not use bows?". Just don't do the thing you don't want to happen.
Sunny Dec 25, 2023 @ 10:24am 
Troupe game. If you can't trust your friends to not do it, putting the restriction in place literally can't stop them for several of the reasons listed.

All those points wouldn't apply if they, allow people to move items to servers that allows it, and restrict items on servers that doesn't accept foreign items.

Not true. These would still apply:

5. Client side character toggle would be as safe as it is today with players "promise" not to transport things without saying it.
6. Locking objects from being moved between servers could just as easy be by-passed by mods just as mods enable free-build on servers.

These two things being the case, there is absolutely no reason for them to spend time or money on this.

The only thing they could do for this would be some sort of EAC-like install. Are you REALLY asking for that? (If you are, I recommend not admitting it where other people can hear you.)

Technically, it would be as simple as adding the source server when creating items.

This is wholly inaccurate. Given that nothing is handled like this presently, it would require a wee bit more than just adding a tag. Item tracking / categorization / handling is a foundation for the rest of the code, not something done later. And again, see point 6.

The game is built to allow people to "cheat" because it's done on the premise that you're playing with friends. The whole game assumes you know the people you're playing with and have the stones to not play with them if they can't follow group-agreed-on rules.

If you need EAC to play with your friends, you need new friends.
Last edited by Sunny; Dec 25, 2023 @ 10:38am
knighttemplar1960 Dec 25, 2023 @ 12:34pm 
The world and the characters are completely separate save files. They would have to rewrite code to make the character file locked to and saved on that world only. Even if they did do that you would still be able to duplicate items by desyncing your comp and the server.

Its not as easy to make it completely fool proof as non-programmers think it is.
rDrop Dec 25, 2023 @ 1:19pm 
From the answers I did understand that maybe it involves alot of work, that's why it was a no no.

But I do wanna answer those comments about trust, obviously anything could be bypassed even the current modifiers are easily bypassed by mods. but they still added them.

It's not about self control, but about the barrier, when cops put a tape around a crime scene it obviously wouldn't stop you from trespassing, but you still wouldn't cuz you know it's wrong. The same goes with modifiers, it would be much easier to ask your friends to use vanilla rather than specify what mod they have to use and keep up and tell them about every mod that comes up, if they can use that or not.

Imo, modifiers should include at least these two features to make it fair for people to play online and enjoy the grinds.

- Enable/Disable intra server transfers
- Enable/Disable modded clients
Twinkies Dec 25, 2023 @ 1:19pm 
I agree. It becomes quite apparent when attempting to create a brief community world and run the game for a short duration or a similar scenario. The ability to disable cheating would add significant value to the experience.

It's possible that the developers missed this aspect. They likely didn't anticipate players connecting with others online to engage in the game together.
Last edited by Twinkies; Dec 25, 2023 @ 1:21pm
saurce (Banned) Dec 25, 2023 @ 1:34pm 
Originally posted by Twinkies:
I agree. It becomes quite apparent when attempting to create a brief community world and run the game for a short duration or a similar scenario. The ability to disable cheating would add significant value to the experience.

It's possible that the developers missed this aspect. They likely didn't anticipate players connecting with others online to engage in the game together.
Makes a game for 1-10 players with no local co-op, but doesnt anticipate people meeting online to form game sessions.

Sounds good. I like it. I do the same exact thing.
Last edited by saurce; Dec 25, 2023 @ 1:35pm
Twinkies Dec 25, 2023 @ 1:54pm 
Originally posted by Saurce:
Originally posted by Twinkies:
I agree. It becomes quite apparent when attempting to create a brief community world and run the game for a short duration or a similar scenario. The ability to disable cheating would add significant value to the experience.

It's possible that the developers missed this aspect. They likely didn't anticipate players connecting with others online to engage in the game together.
Makes a game for 1-10 players with no local co-op, but doesnt anticipate people meeting online to form game sessions.

Sounds good. I like it. I do the same exact thing.
I was merely conjecturing about the developers, but I understand the focus of this discussion. It revolves around the evident feature they overlooked—adding an option to manage cheating would undoubtedly enhance the game's appeal for experts aiming to organize tournaments.

The essence of my argument is that they likely didn't foresee professional players seeking something more advanced than the typical novice gameplay.
Last edited by Twinkies; Dec 25, 2023 @ 1:57pm
Mharr Dec 25, 2023 @ 2:37pm 
All they'd need to do for this is officially implement the server-side characters mod.
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Date Posted: Dec 25, 2023 @ 9:57am
Posts: 13