Do you play SSF?

Wish I did! There’s a handful of locked doors in the village that I’ve tried to get behind.

One of these doors has a strange, long corridor that kept being uncovered on the map in my co-op world, even though no player was in it. Looks similar to what is shown in the second image of this post:

If you’re after nice viewpoints and open to some scripting or trial-and-error, there is free-cam available through UnityExplorer and melon.

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thanks for the tip! i indeed know about UnityExplorer but i didnt think Melon had such use cases but i cant say ive used any of them tho, but i have considered it.. but i want to get there in person xD

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but do any of you know what the skeleton on the wall in Mariners Keep near the Whisper actually means?

(Take it with a grain of salt as it might have more to it and of course im not gonna rule out other people’s theories)

this should hopefully be known by now..
Spoiler: It probably means that if you walk off you Die, so if you jump off you might survive because right down below is water but if you walk off you actually die..

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I thought the skeleton was trying to show you that you could put your back against the wall to cross. I always just run across though :stuck_out_tongue:

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run for that golden shiny of loot !

that’s another aspect of the beach i really like: going around with no weapon visiting all the secrets and hoping to loot something fun. turns the run into a kind of roguelike experience where you have to use what you find instead of starting with a pre-conceived idea.

can end up with some random builds like that though

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A problem is that it competes with the story’s pacing, and due to the limited amount of resources you can farm daily, you’re sort of capped if you want to keep building the town.

And due to the town not having build timers, you’re immediately accessing the next tier of upgrades requiring the next tier of resources, which both pushes you onto the next region, and again halts you once you’ve gathered all you can.

The timers have multiple purposes: Pacing, delayed gratification, something to look forward to (ideally, the next day), and sense of realism. A hammer, saw and plank sound effect and waiting 5 seconds feels incredibly gamey.

I, like most people don’t like waiting, but when you have games that are intended to be played over longer periods, forcing breaks are a good idea, since a lot players will burn themselves out by rushing themselves, if not.

I even burned myself out on a puzzle game. Antichamber is so intensive, you’re probably only supposed to play it for about an hour, and I tried playing it for 6. Almost completed it in one go, but that backfired as I just felt tired thinking about going back to it. Picked it back up months later, paced myself and actually finished it. But it’s still not something I do naturally.

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but resources refresh every hour

what i normally do if i badly need something like spruce planks:

  1. scour the entire nameless pass
  2. scour the entire sewer (spruce growing in the sewers ? peak comedy)
  3. if my char has unlocked lumber mill in lowlands, go scour that area with lots of fishing, has ton of spruce too
  4. by the time i’m done with that, nameless pass is reset

true for most mats

except animal parts. animal parts seem to detect when you really need them and just stop dropping

That is indeed a problem there are workarounds for it as whenever you get those daily challenges to kill a group of enemies where there are some animals that count towards the quota:

You can kill the animals loot them and let the enemy kill you this should respawn the animals you killed

But i cant guarantee that this works but it does reset the quota to 0 when i die because its probably set up in such a way where you have to kill the whole group in order to complete the challenge.. i dont know if death is a requirement?

Outside of challenges/bounties for enemies/animals ive recently killed in certain areas i have atleast managed to respawn them whenever i go out-of-bounds, but only for some areas (It could also be that i accidentally step within a region spawn/event trigger or on an old event trigger for a boss which now instead trigger a respawn of the mobs currently within that area)

yes i know what you mean: the beasts of burden… burdensome beasts… or whatever it’s called quest. you have to kill all in one go. if you die they reset. that’s a good idea.

the main bottleneck is bear paws/skulls before pestilence.

only 2 bears that respawn on a 45min timer

2 bears that only spawn once

1 bear that is a boss

you can easily go 10 bears without seeing a paw or a skull

after marin village quest the vendors there will sell you bear/boar skulls. so at least once a day there is a guaranteed single bear skull.

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The game doesn’t end up with the same pacing as other survival games, though. In most survival games you explore in various directions and gain ground, and have a sense of conquest by establishing small bases, routes, and harvest points.

What overlap this game does have with those is canibalized by exploring the world in the same places for standard story/gameplay purposes. Returning to the same area to harvest the same tree doesn’t feel the same as working your way through a cave system to hunt for diamonds and figuring out a way to optimize harvesting, travel, and expansion from that point.

I don’t mind the resource system, but it’s basic, bare bones and serves a different experience. It’s more meditative and routine and closer to farmville than valheim.

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it’s very true, and it’s a good summary of how farming mats works and what more it could possibly be.

it only feels like an actual adventure when you really badly need that bear paw for an upgrade and are trying to get past those 2 bears near marin village wearing paper armor and armed with half a sword

or when you really need a wolf claw and the only ones are in the cave during the “kill 4 witches in a cave” quest

then it gets existential. once you get it, it feels like conquering.

more of that would be great.

basically, the more nerfs you impose on yourself, the more existential and therefore rewarding the initial upgrade mats are.

after that, it just becomes a meditative like you said (or maybe mindless) grind

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That’s what valheim felt like to me.

Every time I had to get to a new biome it felt like touching down on hostile land where it’s stupidly hard and you’re struggling to get even a foothold, and then eventually, you’re able to find a little more safety in your base. Then you got the place conquered. And you move on to get your ship sunk at the shore of another continent to spend the next 2 hours screaming at.

Again; Very different experience.

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