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[–]Hudre 1160 points1161 points  (190 children)

Even though the game is obviously unfinished I feel like I got my money's worth out of what was already available. Fairly comfortable waiting a long-time to play it again once it's complete.

I will say if you're not into base building there isn't that much meat to the game. But if you are into base building it has one of the most fun systems I ever played with.

Althought I would suggest just spawning in rocks. There is nothing engaging about mining rocks for hours.

[–]JackieScanlon 305 points306 points  (81 children)

It still has room for growth, which isn’t a terrible thing. My only complaint is that I wish there were some difficulty options solely because the bosses are a nightmare to fight alone in what’s otherwise a pretty casual game. My friends are all console gamers so I was stuck grinding this one alone. Ive still had a lot of fun with it, but let me tell you bonemass was just about enough to make me throw in the towel.

[–]RobertNAdams 28 points29 points  (21 children)

As someone with a few hundred hours in the game, I felt the same... but that was before I realized that a big part of the game is about using the right type of damage (blunt, slashing, etc.) and the right element (poison, cold, etc.). Using cold and blunt on Bonemass or fire on Moder is like night and day.

[–]I-No-Red-Witch 17 points18 points  (20 children)

I never understood how to get cold damage before bone mass. You're not really guided to visit the mountain until you've finished the swamp, right? I only finished boneless because I was on a multi-player server with a couple friends. My solo run kind of ended as soon as I hit bone mass for that exact reason.

[–]Coding_Cactus 20 points21 points  (7 children)

You're not guided to the mountain prior but that doesn't prevent you from going there early. In fact I'm of the opinion that you should be getting Frost Arrows before fighting Bonemass.

The only non-combat difficulty of going in to the Mountains early is dealing with the cold. Which can be dealt with by using the Frost Resist Mead. Which actually takes bloodbags and by the time you're almost ready to fight Bonemass you should have more than enough materials to make the mead.

The drakes aren't difficult at all to fight to get the Freeze Glands and Obsidian only requires an Iron Pickaxe.

That said Frost Arrows aren't your only option. Bonemass takes 1.5x from both Blunt and Frost. So if you don't want to deal with the Mountains early then stick to the Swamp and make an Iron Sledge. It's a better Stagbreaker and the range on it will ruin Bonemass regardless.

If the poison is a problem, either make a Poison Resist Mead or make the Root Mask, both of which are available once you're at the Swamp tiers and let you basically ignore it.

Bonemass has a lot of health but the fight is really not difficult if you're trying to be prepared. That said, I'm aware that a lot of the fun of Valheim is discovering this kind of stuff on your own. But as I said above, the tools needed are already available at that point so it's just up to the player to explore and experiment.

[–]Caleth 8 points9 points  (4 children)

Eh, I like fort building so I cheesed the fuck out of it an built a base in one of the indestructable trees near him then peppered him with the frost arrows.

Sure I didn't get up in his face, but to me I felt way more joy in finding a sneaky workaround like that then dealing with the IMO kinda janky fight mechanics.

[–]Coding_Cactus 10 points11 points  (1 child)

Im of the opinion that if you're building something in order to beat a boss you're putting in more effort than just fighting them, so it's fair game.

The option of fighting them "normally" is always available.

[–]RobertNAdams 1 point2 points  (0 children)

The only non-combat difficulty of going in to the Mountains early is dealing with the cold. Which can be dealt with by using the Frost Resist Mead.

That, or you can build a bunch of Campfires, lol. Remember, you just need to kill Drakes -- they'll often chase you down the mountain where it's warmer. Ditto for Wolves.

[–]RobertNAdams 13 points14 points  (11 children)

You're not really guided to visit the mountain until you've finished the swamp, right?

Nope, you're not. But Valheim is a game that rewards exploration and sequence breaking. For example, there is technically no need to fight the first boss, Eikthyr because you can just bait a Troll into smashing a Copper vein instead and bypass the need for the Antler pickaxe entirely.

[–]Deesing82 4 points5 points  (2 children)

the beauty here is if you don’t ever kill Eikthyr, it means you’ll NEVER get a troll raid.

absolutely worth a few minutes of troll mining copper and tin.

[–]Deity_Link 1 point2 points  (1 child)

But then you don't get that sweet running/jumping stamina efficiency power

[–]Halvus_I 1 point2 points  (0 children)

You can roll logs into birch trees to get the finewood bow too

[–]mishugashu 5 points6 points  (1 child)

We did a run through with our 4-man coop group. Bonemass obliterated us, everyone fled, except I found out its pattern and finished the last 70% of the boss by myself while they were figuring out what to farm to make it easier. With a hand-me-down bronze mace. Blunt is an absolute must for Bonemass. But it just took absolutely forever to kill, especially since I assume it scaled up for 4 players.

[–]TKHawk 3 points4 points  (5 children)

The bosses scale with the number of players. You were likely using gear that wasn't upgraded enough, weren't using meads/potions appropriately, weren't using better versions of food to increase your health/stamina to appropriate levels, or using damage types that weren't effective against Bonemass.

[–]JackieScanlon 7 points8 points  (4 children)

I used the iron hammer as I know he’s weak to bludgeoning, used poison resist potion, and had 100+ hp from sausages and some combination of other food. Maintaining health wasn’t a problem, but after 10 or 15 minutes of whittling his health down by like 10% I kind of decided it wasn’t worth the time tbh. I haven’t been back for a second attempt yet since I’ve had other stuff to do.

I’m not saying it’s impossible or that I can’t beat him, but it’s really not very fun lol

[–]Lezzles 7 points8 points  (3 children)

That seems wrong? I beat him in about 5 minutes of iron-macing by myself. Hrm.

[–]T_elic 48 points49 points  (5 children)

I spent around 150 hours on the game when it was first released. Me and my friends set up a discord server, hosted a Valheim server and we just had fun building and exploring the same world.

After i spent about 150 hours and most of the group a bit more, we all decided that it was best to stop at that point, wait for v1.0 and just do it all over again. I'm reading the updates, and seems like they're focussing more on the adventuring part of the game with the most recent ones, so i look forward to jumping into the game again eventually.

[–]shifter2009 10 points11 points  (1 child)

Same, had a group of about 5 of us who played religiously for about 2 months, we beat the final boss, had a huge base then were just kinda out of things to do. Waiting for another big update or two so we can go back in. One of the best things about the game is the sense of discovery and adventure, need a couple new biomes to explore before I take the plunge again

[–]T_elic 5 points6 points  (0 children)

Yeah agreed. I loved how both the adventure part felt great and how the building part felt great. The balance was there. Every time you'd enter a new Biome and enemies were way stronger then you it felt like you were performing a daring raid in unknown territory to get some materials to upgrade your gear or base, and then you'd spend 10 hours just building after that.

The only "complaint" i had was that, like you, eventually you just run out of things to do. Once you get a full set of plains gear and it's fully upgraded the entire game is such a cakewalk that it feels kind of pointless to continue at that point. If eventually they can make some sort of end game activity that keeps things interesting that'd be great.

[–]skeenerbug 10 points11 points  (0 children)

I have over 600 hours on it, I think I got my $20 worth

[–]fattywinnarz 8 points9 points  (0 children)

I think that last part is why multi-player is so good. My buddies and I would play and I would have most fun going out on iron farming expeditions with my friend and sailing around being a cartographer while some other friends did work back at home, to the point that even though I knew we could cheat the map and the iron, it wasn't worth it to us.

[–]MoleUK 62 points63 points  (37 children)

Yeah I got my money's worth, more than happy with it.

I have no fucking idea why the updates haven't increased in pace given the sales they made. That's beyond puzzling.

[–]Sevla7 65 points66 points  (9 children)

I have no fucking idea why the updates haven't increased in pace given the sales they made. That's beyond puzzling.

With a small group of friends you can make a game with some interesting visuals, gameplay, music and stuff.

But managing a team of 20~50 people if you never in your life did something like this before... all the payments, all the HR work, all the planning and managing... it's hell and a lot of people ended their studios because of that, it's only smooth when a big company embraces the small devs to give all the support transitioning.

[–][deleted] 20 points21 points  (1 child)

They haven't even staffed up to 20 people. They hired like 2.

[–]Skeetzo 6 points7 points  (6 children)

It’s amazes me how many people don’t understand project management at any kind of scale and why throwing money at a thing doesn’t make it go faster

[–]awrylettuce 3 points4 points  (5 children)

didn't they set out their own year 1 roadmap on release and pretty much all they added in that timeframe was a few chairs

[–]Hudre 32 points33 points  (10 children)

They didn't expand their team substantially. Who knows why, but I imagine they didn't want their amazing success to mean that they had to completely change everything that brought them their success.

Seems like they simply want to operate as a small team.

[–]NoNefariousness2144 31 points32 points  (4 children)

And they probably don’t want to commit to becoming a huge team if the sales dropoff and the hype vanishes. The game sold 6million in its first month, and 4 million since then. So its selling well but the sheer hype thrust no longer remains.

[–]Soulspawn 2 points3 points  (3 children)

thou 10million copies at 20$ each even after say 50% cut that's still 100million. enough to found a AAA game almost.

[–]Hudre 20 points21 points  (2 children)

Or enough for a small team to continue to do the work they enjoy for the rest of their lives. They may simply view their success outside of an "infinite growth" lens.

They got lightning in a bottle and I imagine all their lives are set forever. Why ruin that by going for more?

[–]NoNefariousness2144 8 points9 points  (0 children)

Makes me think of how the Splitgate devs had the chance to sell their game to Epic for $1billion and they chose not to. Now the game is dead and the four devs missed out on $250million each...

[–]Soulspawn 4 points5 points  (0 children)

Oh yeah, I'd like more content but I've got like 100 hours out of it happy. I'll return with mistlands.

[–][deleted] 40 points41 points  (1 child)

Some people don't really get into game development with the intention of scaling up if they make it big.

[–]Sinndex 1 point2 points  (0 children)

Which makes sense, if I was earning life changing amount of money with 5 people, no way in hell I am hiring 30 more.

[–]blackmist 5 points6 points  (2 children)

Getting a game into a playable state is 90% of the work.

Unfortunately getting it finished off is also 90% of the work.

[–][deleted] 27 points28 points  (9 children)

I have no fucking idea why the updates haven't increased in pace given the sales they made.

Because throwing more cash at it doesn't automatically mean more game. The Valheim devs tried to put out a roadmap with all sorts of features in their initial windfall of cash and they quickly had to backtrack it. It is really hard to find competent people that share the same work ethic/vision for the games you make, especially when you don't expect it to blow up like it did.

[–]zach0011 36 points37 points  (5 children)

They put that roadmap out before it went on sale.

[–]Woozah77 13 points14 points  (4 children)

Yeah, IIRC they had to step back from that road map due to the sheer amount of bugs and issues the unexpectedly large playerbase found. They decided to fix things before making new things and couldn't stick to their original plan.

[–]zach0011 10 points11 points  (3 children)

I mean even if they didn't do any hugfixes there was still no way in hell they were getting remotely close to that roadmap. They stopped major bugfixing a while ago and we've still only got one building update in over a year.

[–]I-No-Red-Witch 12 points13 points  (0 children)

In addition, from a planning standpoint, it's really risky to hire people after a massive windfall like this. Employees eat up budgets like crazy. And there is really no guarantee that Iron Gate can reasonably guarantee success like this I'm the future. If they brought on another 20 devs, that's 20 possible layoffs if the next project flops. I assume they recognized that risk and only brought on people they know they can afford (plus the aforementioned compatibility)

[–]TheTomato2 2 points3 points  (0 children)

...that's not true at all. They could easily pump money into the game or hire/contract people to start making more assets. The game is made in Unity, the core systems are in place and not particularly complex. The thing is, despite how some gamers think, they have no obligation to do that and it seems like they want to chill on their big piles of cash, which is completely understandable. I think they all have enough money to basically retire if they wanted to. But it's bullshit to say that they couldn't do it or logistically impossible or something, it just not true. Personally I would probably would have hired like 10-20 people to make assets and started porting it to the consoles to print more money. But I'm not them.

[–]Meem0 5 points6 points  (0 children)

I don't really agree with your last two paragraphs, my buddy and I had an absolute blast focusing entirely on the game progression, going through each upgrade tier and fighting the bosses. The gameplay loop of going on boat expeditions to find a new island with stuff you need was super fun.

So I would adjust your statement slightly to say if you want to just play it for the base building and spawn stuff in, that is a perfectly valid playstyle, like Minecraft creative mode.

[–]DeadlyTissues 3 points4 points  (5 children)

What do you do in the game if you just sit at your base and move from armor tier to tier spawning materials? I'm a bit confused lol

[–]blackmist 1 point2 points  (0 children)

Yeah, I got to a point where I felt I was playing unfinished stuff and stopped.

The plains area didn't seem to have a lot to do other than dying horribly.

[–]kidcrumb 9 points10 points  (18 children)

They need to expand their team.

This game is fantastic and they're honestly wasting a lot of good will from their player base by not having enough content out.

[–]AwesomeMcPants 5 points6 points  (1 child)

Wasn't it like 4 people to start? The game exploded out of no where and I'm sure it was pretty overwhelming. I'm good with cutting them some slack and don't need them to shove content out. There are plenty of other games to play while they work on tightening everything.

[–]grachi 4 points5 points  (0 children)

not only was it a small team, at the beginning it was only 1, maybe 2 programmers. the other few did everything else.

[–]RossCoBrit 301 points302 points  (17 children)

Just based on pure enjoyment gained Valheim was game of the year for me last year.

Others had more refined design or better narrative, but damn if sailing home with a hold full of metal wasn't a wonderful nerve wracking experience.

Glad those guys are reaping the rewards.

[–]bitches_love_pooh 122 points123 points  (10 children)

It's pretty interesting how the game made simple things feel so satisfying. Like the first time was just running a wagon full of ore back to my base. So many little trials like getting it over a hill.

[–]GTthrowaway27 37 points38 points  (7 children)

I wish wagons were better though. I get that it makes sense to be impossible to lug thousands of pounds of rock and ore uphill.

But there’s no reason I can think not to

[–]bitches_love_pooh 23 points24 points  (2 children)

I'm okay with the limitation but there should be a meaningful way to overcome it. The solutions we came up with were a bit silly. Like creating a bobsled to shoot our wagon of ore off a mountain or creating a raised highway. I haven't played in a long while I hope they add some different options in future updates.

[–]GTthrowaway27 28 points29 points  (0 children)

Yeah like performing better on paved roads. Give paving a mechanic beyond just for base appearances. Or stone stairs, idk.

Maybe it already does and I haven’t tried it, but my base is up a hill from the river, and lugging ore would be much easier with the cart if it would work. I have stone steps and the cart doesn’t work on that, I do know

[–]super_aardvark 1 point2 points  (0 children)

creating a bobsled to shoot our wagon of ore off a mountain

This sounds awesome, and any change they make that would have caused you not to try this would be a downgrade.

[–]sumpfkraut666 12 points13 points  (0 children)

Wagon Jankiness adapts to loaded weight.I only use wagons to pull weights less than 1t, for heavier loads I wait until I can make a decent ship.

[–]PabloEdvardo 2 points3 points  (0 children)

In multiplayer it made for some fun moments where you had someone in front as your 'spotter' plotting out the route to try and keep you from crashing into rocks or taking a steep path.

[–]ThatOnePerson 1 point2 points  (1 child)

I've spent hours digging a road between me and my friends' bases. Just chilling and some music.

[–]bitches_love_pooh 1 point2 points  (0 children)

I spent countless hours clear cutting forests. I don't really know why I enjoyed it so much. Maybe it was going for combos of trees knocking down other trees?

[–][deleted] 11 points12 points  (0 children)

After 130 hours or so, I would love to recapture the thrill of returning home with a hold full of metal. I'm sure we will have to wait a long while for the Oceans update to come, since they are still focused on Mistlands for the foreseeable future, but when they do I sure hope there are some epic sea-monsters to battle! (Ideally ones that scale based on which bosses you've defeated).

[–]skeenerbug 3 points4 points  (0 children)

Oh yeah my GOTY hands down

[–]T_elic 5 points6 points  (0 children)

Fully agree. The game was just so fucking chill, even when it tried not to be. There was just something magical about chilling on a server with your friends and all working together on a great project, light a lighthouse or a vegetable garden. Nothing in the game mattered, but that made doing stuff very chill.

[–]MushinZero 1 point2 points  (0 children)

I had a group on a map and we made a big castle by what we thought was the ocean only to find out it was a landlocked lake, so we dug a canal out to the actual ocean. Going on sea voyages to do raiding was an awesome experience and then getting back home was always nerve wracking. Getting caught by a kraken with a full hold was scary as hell.

[–]cowboys5xsbs 1 point2 points  (0 children)

That was me with Hades

[–]Baconstrip01 18 points19 points  (2 children)

I don't normally like games like Valheim, but I absolutely loved it. The way they did the progression really sold me on it... I constantly felt myself getting more powerful, I constantly wanted to build new bases, and I really enjoyed all of the little things they did that made it not like a typical survival game.

I definitely got my money's worth, but I also really wish development were going faster because I'd love for there to be more!

Best thing they did in my opinion: Make it so you couldnt teleport with Ore.... it added SO MUCH to the whole exploration aspect of the game. Loved it.

[–]fleakill 8 points9 points  (0 children)

Best thing they did in my opinion: Make it so you couldnt teleport with Ore.... it added SO MUCH to the whole exploration aspect of the game. Loved it.

I agree personally, I like that weary traveler feeling you get returning home triumphantly with a boat full of ore. However, I understand people who think this gets tedious after 1-2 trips.

I propose upgraded portals that require metal - an iron portal would allow iron, a silver portal would allow silver, etc. This would require an initial iron or silver shipment and then after that you could portal it.

[–]KeyringsForThePoor 1 point2 points  (0 children)

Everything you said, spot on :)

[–]Ixziga 31 points32 points  (2 children)

Loved valheim, it was the game that made me try Conan exiles after I had completed it, and honestly Conan exiles had pretty much everything I originally wanted out of valheim. More bosses, better gameplay, way more RPG elements, more interesting base defense, loads and loads more content. I literally played Conan exiles for like a month straight and it's the lowest quality game I've ever enjoyed so much. Just doing a private modded rp server with buds. When valheim came out I probably dumped 80 hours into it. When I bought Conan exiles I dumped 300 into it.

[–]syrinori 8 points9 points  (0 children)

Doing pretty similar ATM. Enjoyed early valheim last year, just started Conan with a friend and my god I wouldn't be surprised if that game is where they got all their inspiration.

[–]Langbardr 5 points6 points  (0 children)

I'm happy to read this.

I feel like most Valheim players still doesn't even know about Conan Exiles, and it's a shame. A lot of Valheim comes obviously from Conan, and Conan still do better in many ways.

If you loved Valheim and you have yet to try Conan Exiles, just go for it and bring some friends, it will be one of the few true adventures.

[–][deleted] 143 points144 points  (23 children)

Dumped 135 hours into this game when it came out, consumed all the content it had. One of the best gaming experiences I've ever had. I'm excited to revisit it when there is more to do. I've been pretty disappointed at how slow the content drip is for it though. Looking like I won't revisit it for a few years still.

[–]Coding_Cactus 14 points15 points  (1 child)

I'm excited to revisit it when there is more to do

There are mods for Valheim if you're in to that

[–]PabloEdvardo 2 points3 points  (0 children)

The mod community is incredible and I hope they use it to either inspire later changes to the game, or at least continue to support it.

People have already added stuff like loot randomizers and Diablo-style boss attributes. (e.g. 3-star lightning-imbued troll)

[–]Spyger9 44 points45 points  (20 children)

Seriously how has there only been one significant update?

Meanwhile Deep Rock Galactic is already finished, and it still had more content added last year than Valheim did.

[–]Vagrant_Savant 36 points37 points  (13 children)

I mean, no two studios have a carbon copy situation. DRG has also found a pretty good place for monetizing existing players with cosmetic DLC, which subsidize its updates.

[–]Spyger9 22 points23 points  (11 children)

DRG has also found a pretty good place for monetizing existing players with cosmetic DLC, which subsidize its updates

Valheim has sold over 10 million copies. If money made updates release faster, then Valheim would've hit 1.0 last summer.

IIRC DRG has a team of 20-30, whereas Valheim has like 5.

[–]JohnTDouche 34 points35 points  (2 children)

IIRC DRG has a team of 20-30, whereas Valheim has like 5.

There's your first clue.

[–]xChris777 4 points5 points  (7 children)

On the flip side, they should've invested more in growing their team over the last year so that we'd start seeing faster content rollouts in the next 3-6 months and beyond.

[–]Baelorn 1 point2 points  (0 children)

They need MORE money? lmao

They could build a literal mountain of cash. This is not a funding issue. It's a greed issue.

[–]Optimus-Maximus 6 points7 points  (3 children)

While on one hand, it seems a bit unfair to compare DRG's team to most projects (they are the best example, in my experience), on the other hand, Valheim's development has been absolute ass - and an example of the worst out there.

Bought the game, was hyped, and that hype died ages ago with the lack of any decent updates in reasonable time frames.

[–]Scoops213 13 points14 points  (0 children)

About 150mil in revenue.... I wonder how much coffeestain is cut outta that.

Well deserved for the dev team.

[–]LouDiamond 78 points79 points  (8 children)

me and my friends LOVE this game, but it gets a bit boring once you get to a certain strength.

i'd reallly reallly like to see a hoard defense mode, like 7-days to die, happen. give us a reason to build up some big shit and have to defend it

[–]TheSOB88 8 points9 points  (6 children)

I have an interest in linguistics, so I'm going to ask about use of language. No shade intended.

What region (be as specific as you like or don't reply at all if you don't want to) did you grow up in? And do you have any conscious reason for using the dash in "7-days", or does it just feel right?

[–]LouDiamond 8 points9 points  (5 children)

i mis-punctuate a lot. the proper game title doesnt have any hyphens, but i think it's appropriate to use a dash when you put a number before a 'thing' - so 50-page report, 7-days to die - i 'feel' like that's the correct way to use a hyphen, but i could be wrong

i'm from the midwest, right in the middle of the country, if that matters.

no shade taken, i actually paused when writing my comment the first time...

my question back to you: Is the game name wrong, or am i wrong? (or is it subject to 'something' where we're both wrong or right?)

haha

[–]SnowGryphon 21 points22 points  (3 children)

The standard usage for a hyphen between a number and a quantifier is when it's describing something!

So "7 days to die" is correct, and so is "A 7-day period prior to death." In the latter case, "7-day" describes "period". That's also why your example of "50-page report" is correct. Described in a different way, it's "A report with 50 pages."

One thing that might be helpful is that when there's a hyphen between the number and quantifier, it's singular: 7-day, 50-page, etc.

[–]LouDiamond 3 points4 points  (0 children)

i guess, when i see it written out, using it w/ singular seems right, which is the way i use it most of the time, and maybe why i paused when writing it incorrectly w/ '7-days'.. good job subconscious!

[–]TheSOB88 2 points3 points  (0 children)

Oh, I didn't even realize you were talking about a different game, just thought you were describing a hypothetical game mode lol.

It's actually becoming more common to place dashes in places I'm not used to, I think it's a side effect of the various input methods and cultural/linguistic backgrounds that all come together online

[–]ChickenDenders 11 points12 points  (10 children)

How is this game scaled for solo play? I get the impression you need a group to get anything done

[–]Coding_Cactus 19 points20 points  (0 children)

It's not bad at all solo but the grind definitely gets extended. Mostly due to the carry weight system and how certain resources require manual transport.

My opinion if you want to enjoy the game solo: Download some mods to tweak the settings to be more comfortable for yourself. There are a lot of overly tedious design elements that I personally don't care for.

If you've ever played Ark and know what S+ is, here's the Valheim edition: Valheim Plus

Otherwise there are a ton of mods to customize the game and add new content as well so don't let the constant "slow development" turn you off too much.

[–]Lucavious 4 points5 points  (0 children)

I’m playing solo currently for the first time and am in the final zone of the game. Not sure if I’ll kill the last boss or call it quits yet.

If you like to build a base, and the idea of setting up a huge castle with rooms for all kinds of things, then it’s a pretty great experience. You’ll spend weeks or months just building things before worrying about bosses.

If that’s not your jam I think single player can be kind of a slog. The bosses usually just have three attacks and a ton of health. It’s not a complicated combat system. You could spend that time on a game probably better suited to single player experiences.

[–]Berdiiie 2 points3 points  (1 child)

I didn't have the same no-life time to put into it as my friends group so they all exploded past me in the world and I ended up pretty solo once they were gone. I didn't want to make things super easy by using all the stuff they set up and left, so I moved south and started my own base in what seemed a better location too.

The game was a lot of fun, but felt pretty lonely solo. Kind of felt like fantasy camping or frontier simulator. The one big benefit as the only person on a server is that I could sleep in a bed to skip night time which is more dangerous time compared to when there were other people on.

But the flip side is that adventuring together at night or everyone huddled together inside around the fire were really cool experiences that were gone.

[–]ChickenDenders 1 point2 points  (0 children)

Haha been there. Played some Ark with friends and the first few days were fun, then I'll have to put in a shift at work or something and they'll spend the entire day playing... Makes me lose all interest!

[–]TumsFestivalEveryDay 2 points3 points  (0 children)

I only played with friends. I can't imagine how boring/tedious this game would be solo.

[–]Bierculles 1 point2 points  (0 children)

i clapped everything solo with only looking for guides when i was hardstuck on a problem for an extended period of time. It was very doable and one of my best gaming experiences ever. Never has the atmosphere of any other game sucked me in this hard, finding everything out yourself was an absolutely amazing experience. 100% recommend it even if you play solo.

[–]PaulTheIII 4 points5 points  (1 child)

This a with-friends-or-nothing game 100%.

There’s no fun in building something cool if no one’s gonna see it or use it. The grind for metal is already really high w friends I can’t imagine doing it solo. And you literally spend hours sailing over the course of the game, with absolutely nothing to do during - if you don’t have ppl to talk to it’s going to make you want to quit on the spot

[–]TheBeerka 25 points26 points  (1 child)

It's a really well priced game. If somebody is interested, it's very easy to pick up.

Pretty sure this contributed a LOT to it's success.

[–]hat_eater 195 points196 points  (98 children)

It's a pity they don't spend more of their windfall on hiring new talent. There's only so much a small team, however dedicated, can accomplish. Just looking at the mods it's easy to see that people are craving more content, better UI, more advanced graphics, more configurability. And mods can't and won't replace in-house content, particularly since most of them are no longer maintained and some stopped working due to H&H changes.

[–]hat_eater 11 points12 points  (0 children)

Thanks to the comment by Funkky,I just watched the fireside chat video posted by Iron Gate in February, and what do you know, turns out I was talking out of my ass the entire time. They grew the team threefold, from 3 to 10 people, in 12 months, a pretty breakneck rate if you care about preserving your vision. So while the team is still tiny, they are working hard on bringing new people on board, designing and coding the game at the same time. This explains the relatively slow release pace.

I'll keep waiting patiently for updates.

[–]Nigelwethers 22 points23 points  (13 children)

How many people have they hired?

[–]Hudre 37 points38 points  (11 children)

I haven't been paying attention recently but I'm faily sure they didn't hire anyone.

[–]Shad0wDreamer 25 points26 points  (9 children)

I think they added a couple of people, but nothing substantial for growth.

[–]Kiita-Ninetails 69 points70 points  (3 children)

On the flip side, I sort of get their relative reluctance. They have a good creative direction and focus and the more people you add the more cats you have to keep pointing in one direction.

Its kind of a perennial project management issue of creative projects like games. The more people you get, the more you risk distorting the vision of the game. And often the worse it gets.

And given they clearly were successful there is no real need to rush aside from players wanting more RIGHT NOW. Which... fair.

[–]Shad0wDreamer 6 points7 points  (0 children)

Yeah, they seem to have what they want in sight, they just have to get there. Which takes time like any project.

[–]Kasc 16 points17 points  (4 children)

You can't just throw money at development to make it go faster. A few new hires is good. Anymore and they will be spending 100% of their time training the new team members on their codebase.

[–]Shad0wDreamer 5 points6 points  (0 children)

I believe they actually discussed that when they mentioned they added a couple of people.

[–]MadeByTango 15 points16 points  (2 children)

The old adage of “you can’t make a baby in a month with 9 women”

[–]Simple_Ad8248 117 points118 points  (39 children)

People on reddit like to think that you can just throw money and people at the problem and suddenly there are more updates. Thats not the case. Every team member adds complexity to the project. With how close they are to finishing the game it might not be worth it to add 5 new programmers if it takes them 2 years to be fully productive. Keep the team small and focus on what they can do best. Many teams expand too fast and once the money runs dry the company needs to close.

[–]TheTomato2 4 points5 points  (0 children)

The games core system are already in place, it's made in Unity, and they need mostly assets. They could easily hire people and have them onboarded quick or even do contract work. This is a small team and it's a small game. They don't have to go overboard and hire 50 people. Hiring 5 - 10 more people would be a huge boost productively wise and barely make a dent in the cash they are sitting on.

However, contrary to some gamers opinions, they have no obligation to do that and it seems like they want to keep the money and live comfortable, which I completely get. It's not what I would do, I would hire like 10-15 people, do some quarterly/bi-annually updates, get to 1.0 and port it to consoles. I mean the Switch port alone would pay dividends. But I am not them and it seems like small passionate team that now can do literally whatever they want which is some peoples ideal situation.

[–]pancakeQueue 15 points16 points  (3 children)

You can onboard 3 programmers in a year, not all at once. The issue isn’t the hiring it’s the shit project management and shit PR.

[–]TheSambassador 24 points25 points  (0 children)

If you're a small team of (mostly) friends, you're not going to have the experience to ramp up quickly and effectively. You can either decide to try to grow, learn, and lose a ton of time and mental health in the process, or you can stick with what you have (and likely enjoy).

It's kinda mean-spirited to call it "shit project management". Not every game needs to have a large team and not every team needs to know how to manage a large team.

[–]Haslinhezl 21 points22 points  (1 child)

And what about the human resource cost of doing that? And hiring people in the first place? And doing so without compromising on what they want to deliver?

Really isn't that simple

[–]cmrdgkr 3 points4 points  (0 children)

To a certain extent that is true.

while 5 programmers might not make a difference, half a dozen extra 3D modelers might depending on what you're working on.

[–]BeverlyToegoldIV 40 points41 points  (3 children)

I admire them for NOT doing that actually. Not every developer with a hit should immediately scale up as much as current demand allows.

I like the restraint it takes to say "Ok, we're huge now but will this game remain popular enough long enough to sustain that? Do we even want it to or would we rather stay a small team making the small games we want to make and just let the Valheim windfall ensure we never have to worry about ourselves for awhile?"

[–]Janderson2494 7 points8 points  (1 child)

Right, exactly. Finish the game and retire if you made that much off of it. You don't always have to start a whole enterprise off of a big success.

[–]Lisentho 7 points8 points  (1 child)

Hiring more people means you're either gonna have to continue being succesful with future games or you're gonna bleed money and eventually have a bankrupt company/have to fire people. Maybe they just wanna stay small and not deal with the issues of running an actual company

[–]CutterJohn 1 point2 points  (0 children)

A hundred million dollars could bankroll a studio of 50 people for 20 years without even making a dime.

They have legitimate 'fuck you money' at this point and don't have to run a company at all.

[–]flagbearer223 4 points5 points  (6 children)

Have you ever worked on a large software project?

[–]MrPink7 38 points39 points  (0 children)

Valheim was the first game that sparked the same sense of discovery for me since wow came out, it was also the only game that got all the boys together again. They could have stopped updates and it would still be worth the asking price.

However I've also never seen so much wasted potential, in a year they released a few building pieces and some mobs that modders would have taken a few weeks to make.

[–]Godnaz 21 points22 points  (5 children)

$200 million dollars for a 5 man team is a lot of dough... I've got 700hrs and 5 full play thru's with dozens of different mods where no play through was the same. I'm surprised there hasn't been a total conversion yet. It's got a lot of content for a one gigabyte game.

[–]Vagrant_Savant 16 points17 points  (2 children)

What's amazing is how small pretty much all games are when they're not overbloated with visual fidelity and tons of uncompressed audio.

A game's "actual" content (the interaction of mechanics and internal systems that let the player.. well, play the game) is pretty much always incredibly tiny by comparison.

[–]tajsta 1 point2 points  (1 child)

and tons of uncompressed audio

I never understood why games still do that. A codec like Opus is basically indistinguishable from uncompressed audio at something like 128 kbit/s. Hell, even with 80 kbit/s it's only noticeable in quite a small set of samples. Even people with high-end equipment and decades of experience often have trouble in blind tests at bitrates of around 160 kbit/s and above.

Now games obviously don't just feature music and certain sounds like applause or harpsichords usually require a higher bitrate, but something like 256 kbit/s would still be far smaller than uncompressed audio.

[–]yeusk 10 points11 points  (0 children)

Decoding takes cpu and specially ram.

With any codec you have to read the sample, decompress using the cpu, save it on ram and keep it there until the sounds ends.

That is the most important part, keeping all audio on ram after decompressing it is a waste of memory.

With uncompressed audio you can streanm the data. Just read the sample and send it to the audio card.

[–]Woozah77 1 point2 points  (0 children)

I forgot about that, I was blown away at the 10 seconds download/install time.

[–]kittentarentino 3 points4 points  (0 children)

I don’t think I’ve had a better experience playing games with my friends.

It’s resource management and base building rule set, mixed with it’s difficult biomes, gave my group our own self made skill trees. Some of us were explorers, some of us base builders, some of us resource gatherers. When it was boss time the explorers had set up the fight, the base builders had given us an arena, and the resource gatherers had passed out the new gear needed. It was amazing. Tough at times, but amazing.

I hope the new content adds in some diversity in small ways. Once you get to the plains you start to see the gameplay loop is quite simple, and all it needs is some fresh directions to go in. But we’ll be back for sure

[–]Mr_Ivysaur 15 points16 points  (1 child)

The comfy level of this game is just off charts.

The graphics are simply amazing. It is just awesome to build new bases on hostile lands, connecting all of them with teleports.

While it has so many wonky stuff and room to improve, no other game ever came close to base building this this one. I just want to be physically there.

[–]Hayabusa71 116 points117 points  (132 children)

I bought the game, partially due to hype around it and was very disappointed. Not only this game completely didn't click with me, it seem the development has slowed down to a crawl.

Everything in this game feel like it's designed to be slow and cumbersome, and work against you. And there's not that much content truth to be told. So if you're not into building houses it will quickly run dry.

[–][deleted] 13 points14 points  (4 children)

For me it clicked and grew apetite for more - but they literally have not made any meaningful update since launch (so closing to 15 months) - which is super disappointment. The roadmap bait and switch was shady as fuck - and I'm being brutally honest here.. With such a cash in - why even bother to do anything in life other than spend money you've made. Assuming they've made $10 per copy sale after all cuts and taxes, that likely makes nearly $100M for 3 devs.. even if it's optimistic, and it's more like $60M - that's still fuckload on money a piece. The lack of development progress seems like classic example of being spoiled with huge cash influx.

[–]NaughtyDragonite 23 points24 points  (57 children)

Everything in this game feel like it’s designed to be slow and cumbersome, and work against you

I think a perfect example of this is the durability system. Weapons and tools have durability and deteriorate over time. However, it costs literally nothing to repair your items. You just have to go to a crafting bench and spam click repair until all of your stuff is fixed. So the repair system is entirely pointless and it only serves to slow down the gameplay even more.

[–]MisterCata 44 points45 points  (12 children)

I don't think the idea is to slow down gameplay per se. Much like the inability to carry metal through portals, the durability system seems to exist to force the player to traverse the land (and thereby put themselves in danger). Without durability, and with the ability to carry metal through portals, players would only ever travel (by foot/boat) to a given location once, throw down a portal, then never return until they'd completely strip-mined the location. It'd be a completely different game.

[–]NaughtyDragonite 6 points7 points  (10 children)

I don’t really understand what you’re trying to say. There’s nothing stopping you from traveling somewhere, putting down a portal that goes back to your base, and then going through it whenever you need to repair things.

[–]OftenOdd 10 points11 points  (3 children)

Any time I go exploring, I carry at least one set of portal materials with me for exactly that reason. It's super easy to just poop out a portal, then pick it back up when you don't need it anymore.

[–]NaughtyDragonite 2 points3 points  (2 children)

Totally, but i think it’s dumb that you have to do that. It just slows down your exploration for no reason.

[–]OftenOdd 3 points4 points  (1 child)

Yeah I agree. As much as I love the game, there is way too much pointless busywork - such as repairing tools, or weather damage to your structures.

[–]anupsetzombie 1 point2 points  (0 children)

My biggest issue, and really my only real issue with the game, were the giant attacks. In concept, really cool, I enjoyed fortifying my base, making moats, etc. The issue stems from how enemies spawn, or how to stop enemies from spawning literally in your base. I learned that the crafting table area is how the game determines whether to spawn enemies or not.

My friends and I created a base on the side of a cliff thinking it'd be safe, which it was from most enemies. Against the trolls? They just walked up the near vertical cliff and fucked shit up.

The first few times it was fun, but after Troll attack #10 and beyond it started feeling like a stressful chore rather than something random, fun and dangerous. It's literally what made my friend group quit the game, one of my friends went afk in our base once and came back to his character being dead and everything demolished. Would have been then 3rd or 4th time we rebuilt so we all just called it quits, or at least I did, because I was the main builder and I was tired of it.

Otherwise, it's a really fun game if you're into sandbox-y building and exploration based games. I spent easily 30ish hours over a single week binging the game with my friends, so don't let my gripes scare you away.

[–]alendeus 1 point2 points  (0 children)

More of a reply to your first post above but meh: the point is to occasionally break the flow of resource gathering to get you back to your base at set intervals, which often also translates to crafting new items at the same time and thus having constant engaging player progression. And the game is so tightly tuned that, often times, my items would break precisely when my backpack/weight would reach its precise limit, which very often was exactly the amount needed to create one or two item upgrades before heading out again. Every single run in this game I felt like, a) I maxed my potential, and b) received an appropriate reward (or c) had an engaging adventure).

You could say "well your backpack capacity should be the thing that forces you to go back to base", but then that would just shifting player goalposts into trying to cheese weight carrying limits instead. There's a limit to straddle between automating everything for the player vs giving players a challenge. Valheim looked at what other survival games did and decided they could use just a bit more leeway instead of punishment. But eventually this leads down the danger road of making things "too easy". It's the whole "creative mode vs survival mode" thing. Valheim works because of the combination of its tuning and game systems/loops, which end up satisfying both sides decently enough.

[–]MisterCata 4 points5 points  (3 children)

I didn't say the idea worked well, just that if I had to guess what durability was for, that'd be it. My feeling (and experience), though, is that once we get access to portals, durability becomes a redundant mechanic and the portal-blocking nature of metal takes over as the thing that's making us go back and forth... it's probably not a coincidence that we get portal tech at pretty much the same time as we find the first items that can't be carried through a portal.

For this reason, I don't think the game would chance much if only stone and wood gear had durability... but (in theory at least) would be a very different experience if portal blocking didn't exist.

Having said that, the popularity of the metal-porting mod and the fact that (even unmodded) we can use world-swapping to easily transport metals suggests that the devs should probably just let us take metals through portals but add some more reasons to traverse the world beyond one-off trips setting up a portal network.

[–]NaughtyDragonite 3 points4 points  (2 children)

I can see your logic being applied to teleporting metals, because that does require exploration. Usually you’re sailing away from base to get those metals. But I don’t think that argument works for durability at all. Using tools and exploration are not inherently linked. You could just be chopping trees outside of your base, but you have to run back in and repair every once in awhile. It serves nothing but to slow gameplay, in my opinion.

[–]DeadlyTissues 2 points3 points  (1 child)

How do you feel about the weight system and inventory size then? All it really does is force you to run back in and deposit items every once in a while

[–]NaughtyDragonite 2 points3 points  (0 children)

I didn’t really mind, but that’s probably because you’re already forced to run back once in a while anyway to repair. And at least weight capacity can be increased with Thor’s belt

[–]Hayabusa71 4 points5 points  (43 children)

Not only that, to fix metal tools you need anvil. But you can really carry metal because it weighs so much you can't move if you have more than a few chunks.

So when exploring (an activity that this game forces you to do, due to limited fast travel), you're stuck with basic shitty tools, that you have to fix constantly.

[–]AmericanCobra 15 points16 points  (8 children)

You could always sail home!

…except the ridiculous wind feature that will keep you rowing half the time, making a task as simple as sailing a boat tedious as FUCK because what working adult doesn’t love blowing 30 minutes of their 1 or 2 hours of daily playtime staring at a moving boat?

[–]thefezhat 5 points6 points  (4 children)

...or just take a portal home? The only time you should sail home is when you have a full load of unportalable material to transport.

[–]anamericandude 2 points3 points  (0 children)

I agree. A lot of people point out they got 100+ hours out of it but that's because everything takes so fucking long. Sailing to a new island with all your friends was incredible the first time, but holy fuck does the constant treks get old

[–]39853612 7 points8 points  (1 child)

Game was amazing, especially considering the cost and we had a blast playing it. It was EA so I understand it not being finished. All that said though, they really screwed themselves in terms of perceptions with that roadmap. It wasn't even remotely close to what they have actually been able to put out and I think contributes greatly to people feeling burned that they thought there would be a lot more a lot faster.

I understand the small team, not wanting to scale up because of the problems, etc. BUT people who loved the game are starving for more content and when you see the game sell 10 million copies and you check the date now (15 MONTHS since release?!) you do kinda get a little sad at how much has come out. I play icarus and that game gets WEEKLY updates that make some pretty amazing changes to the game, different game and scenario of course but it FEELS not great to shelf valheim for so long when I enjoyed it so much.

[–]timmyctc 7 points8 points  (0 children)

One of the best gaming experiences I've ever had. Top of the list of games i wish I could experience fresh for the first time. Highly recommend going in blind and not googling stuff as much as is possible

[–]squeakymoth 2 points3 points  (0 children)

I genuinely loved just playing this game solo and half paying attention to a favorite old TV series on my other monitor. It's so relaxing and a really beautiful game. The combat isn't really my style of game but I enjoy it nonetheless!

My only problem has nothing to do with the game itself and more to do with my friend I played with. We would start a world from the beginning and everything would be fine for the first session. That's when we ran into issues. He genuinely just had waaay more time to play than my other friends and myself. So we would join back in and he would have expanded the base 2x over, made all the armor, gotten all the unlocks, raided all the dungeons, etc... and he would be like "take the armor and potions we gotta go fight the bods!" The grind to the next gearset and gaining materials to design and build the base is what I loved the game for! The boss fights were what I cared about the least. Especially when it felt like I did nothing to earn the victory. I've never made it passed bonemass because our group gets tired of him doing that everytime. I keep trying to get him to join my server so I can determine when we play, but he won't. Sucks because he is one of my best friends to play with. My work just doesn't allow me to play at his pace.

[–]SonaMidorFeed 22 points23 points  (5 children)

Such an amazing game. Been running a private server for friends since the beginning and it's so fun to see how the game has grown and changed.

It's about the only survival crafting game that stood out for me in the past few years.

[–]PaulTheIII 18 points19 points  (1 child)

it’s so fun to see how the game has grown and changed

what?? like a couple pieces of furniture? Nothing substantial has changed since the game came out in early access a year ago

The game deserves some credit but not in regards of development

[–]Turtleboyle 5 points6 points  (0 children)

Yep, the game is fun with friends but it's basically exactly the same as it was at release.

[–]Moldy_pirate 1 point2 points  (0 children)

It’s the only survival/ crafting style game I’ve ever liked. I got 200ish hours of it and enjoyed my time with it, even if I did eventually get sick of the survival stuff.

[–]BatXDude 10 points11 points  (8 children)

How is the development coming along? Still very slow and minimal?

[–][deleted] 10 points11 points  (2 children)

Yes. No meaningful content updates since launch.

[–]Martian_on_the_Moon 2 points3 points  (4 children)

This was their roadmap for 2021 which was scrapped. Only ''update 1'' was added so far.

[–]ItWorkedLastTime 1 point2 points  (0 children)

I loved the beginning but found the midgame too difficult and grindy for my tastes. But, I am happy I bought it and I look forward to giving it another shot someday when they maybe add a difficulty slider or a rebalance mod is made available for it.

[–]wookievomit 1 point2 points  (0 children)

I'm extremely pleased valheim sold well. I haven't had this sense of discovery since the days of vanilla wow. A fantastic game, I hope they improve on it so I can head back to that world.

[–]Zauxst 1 point2 points  (1 child)

This is good and bad news at the same time.

The good news is that an indie developer is doing fine.

The bad news is that they will lose interest in giving updates since they'll reach their core audience limit and will no longer get new revenue even though the updates might be more complex.

[–]nastdrummer 1 point2 points  (0 children)

As someone who spent this last weekend on my first 25 hours in-game all I can say is...this game is amazing.

My buddies and I got all our bronze gear and set sail. We were so excited. Felt like we could conquer anything! We found a swamp and felt like exploring. The moment we jump off the boat we are bit by leeches and all die within seconds! Hysterical laughing fits were enjoyed by all. So we respawn and build a raft to go get our stuff....on the way a fucking sea monster pops up out of nowhere, fucks up our raft, and leaves us to drown...it was so freaking exhilarating! Now I am legit terrified of the sea and I cannot wait to get back out there.

[–]YatagarasuKamisan 1 point2 points  (0 children)

To people feeling done with the game: Try mods.

Valheim+, CombatEvolved, EpicLoot and MonsterLevelAndCreatureControl gives the game a whole new life, with RPG-elements and custom difficulty to your own or your party's taste.

Been hitting over 600 hours played with this now, not even starting to feel bored since the bosses can become really challenging with extra stars and random modifiers. Valheim+ offers a lot of extra functionality to base builders as well, with way more granular control.

[–]Undarien 1 point2 points  (0 children)

I feel like I got far more than my moneys worth out of this game than I ever expected.

Also despite or maybe because of the art style, you get such unexpectedly beautiful scenes as the sun comes up, moonlight across the water, etc.

The boss battles have all been great too.

[–]mashinz 7 points8 points  (1 child)

It was probably worth the asking price, but I wish i would have known that the devs work in slow motion and don't care about expanding the game at all. My time is better spent in more active games.

[–]Arbabender 8 points9 points  (0 children)

My time is better spent in more active games.

I don't think a game like Valheim was ever going to be a game that you can play constantly, or have it be your "main" or only game, if that's the angle you're going for here.