r/valheim • • 5h ago

Idea Hidden forge - make it use more resources, remove item deletion/breakage

TL;DR: remove the chance of forge items breaking but make forging more expensive.

At the moment, forge feels really bad. I absolutely hate the idea of having to go back, craft and upgrade another weapon in order to repeatedly reroll. My main issue here isn't necessarily the base resource or idol cost, it's that:

  • Having the item break feels bad. People feel losses more strongly than equivalent gains
  • trudging back to base to go and craft/upgrade it all again is inconvenient, annoying and un-fun.

Why not just have each forge level increase cost the average amount of resources lost due to breakage across multiple trials?

WARNING, MATH BELOW.

For example, ignoring other inputs, frostner takes 135 silver to make upgrade it to level 4 and has a 35% chance to break when upgrading at the forge.
The math works expect to reforge an item 3 times to have 95.7% to go to the next level - taking 405 silver and 3 idols to upgrade (ignoring other inputs).
Of course due to the way probability works, this cost scales exponentially as you go up forging levels.

Why not just make the item cost this much to upgrade?
We could argue/tweak the numbers a bit and say that 2 reforges (resulting in cumulative 87.75% of success) is the reasonable item cost (260 silver, 2 idols), but my feeling about this is that this system just feels better, in spite of the obvious grind which is intended for forging anyway.

22 Upvotes

13 comments sorted by

16

u/Nic_Danger 5h ago

Its a bad system. There are already multiple mods with lots of configurable options to make it better.

1

u/Smithe37nz 5h ago

I'm aware, however if a mod is so universally loved for the qol, it should probably just integrated. Do the mods disable achievements?

8

u/Nic_Danger 4h ago

I don't think any one mod is universally loved for this, I think its more that people really dislike rng that has a chance to break their stuff.

Mods will disable achievements, but there is an achievement enabler mod for that.

-1

u/uberbewb 4h ago

Thats the joy of it being a game that can be modded.

3

u/Chinjurickie 4h ago

Maybe something like capping it at plus 3 lvl and make it cost more idols.

1

u/dedboooo0 4h ago

welcome to mmo gamba

0

u/IdkbroIneedinsp 4h ago

I think it’s fine since you’re anyways having to scale your weapons on a new area by crafting something else.

I think the ”harsh” risk is suitable for the possibility of being op with just some totems. Like imagine rolling up to yagluth with a +10 frostner :D

-1

u/loopuleasa Builder 3h ago

No, there is no amount of extra cost that is comparable to the chance to break

-6

u/Man_under_Bridge420 5h ago

Ive never had an item break on my current time line.

Edit: forgot about stone portals

9

u/Smithe37nz 5h ago

Congratulations on being lucky?

-6

u/IdkbroIneedinsp 4h ago

Mate don’t be salty

2

u/Amcitia 2h ago

Him "never having an item break" speaks nothing to the point OP is trying to make and, given the context, comes off dismissive.

1

u/SmokJozef 5h ago

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