(pic for attention)
So, there's a lot of discussion and venting surrounding the Forge of Potential, especially after today's update removing the ability to "Save Scum" your way to success. As a Valheim vet with over 800 hours of gameplay, I wanted to share some thoughts about the Forge, and why I think it is a little more than just an optional item sink.
Part 1: it stinks.
First of all, destroying items and returning only 50% of the materials feels bad. This has been the case since the forge was introduced in 1.0. some items, like battle-axes, take hundreds of ingots to create and level to 4. These items are time-consuming and achievements in their own right especially if you play vanilla without the ability to teleport ore and ingots. The F.O.P. has a 35% chance to destroy the item outright, returning only a portion of the materials you used to make it. That's potentially (heh, get it? POTENTIAL?) hours down the drain. This can be especially crushing if the item required rare materials such as trophies to make. This I think is the main reason why people are avoiding the forge and calling for reworks. Failure is TOO painful.
Now, *IF* you succeed, your item gets the same bonus as you got for the normal single level improvements up to level 4. So, not a lot. But it also glows purple. So that's cool! But to make the item actually NOTICABLY better, you need to level it up multiple times. Given the laws of probability, hitting multiple 65% chance rolls in a row becomes a near impossibility by level 10. It's something like a 1% or 2% chance to accomplish that. (Don't @ me, I'm using ballpark numbers. Feel free to drops some statistics in the comments.)
So to summarize so far; the reward of success is so small that you need to succeed many times to feel a difference, and the cost of a failure is incredibly painful. (itstoodamnhigh.meme)
Part 2: why bother?
"Okay, random viking redditor, so the F.O.P. stinks. Just don't use it!"
Yea that's fair. But here's why I think the F.O.P. is actually important.
Two words: Set Bonuses.
Valheim has a lot of really cool armor sets that both look awesome, and have great set effects.
Patterns of the bear for berzerker damage bonus!
Root armor for pierce resistance and improved archery!
Fenris furrs for movement speed, fire resistance, and fist-a-cuffs!
And so forth.
These cool effects are a lot of fun, and add much to the game and character specialization. The problem is that the earlier in the game you get access to a set that you like, the faster it becomes unusable, even when upgraded, because it is simply out-classes by the stats of later-game items.
If you try to sneak around in troll hide in the Mistlands, you're gonna get vaporized by the first seeker that sniffs you out.
This doesn't even mention unique weapons with cool effects you are probably thinking of right now.
"But, random redditor, just use armor from later in the game!"
Again, fair. But a lot of armor set effects are unique. With a few exceptions in 1.0, later gear sets will not have similar, much less identical, effects to the earlier game armor sets. It feels really bad to abandon the only armor in the game with a set effect for your play style just because it's from one or two biomes ago.
This is where the F.O.P. comes in. Allowing the player to upgrade the armor rating and durability of early armors means you can (with great effort) keep your favorite set bonus relevant into late game!
Suddenly, you can be sniping Gjal with your root armor, sprinting around the tundra in Fenris, or or going toe to toe with Fader wearing your patterns of the bear!
This is a really cool feature, and the dream promised by the F.O.P.
With some tweaks, the F.O.P. could be an awesome addition to the game, and even encourage revisiting previous biomes.
Part 3: a possible fix.
1) don't break my sh*t bro!
We need to re-think the cost of using the forge. The 65-35 chances of the forge become absolutely fine *IF* failure doesn't destroy the item. We should absolutely not lose possibly hours worth of work for +2 armor or a tiny damage increase.
I propose a failure should look like this:
- consume the idol. You don't get this back if you fail. They are semi-rare, especially certain kinds. That's already painful.
- reduce the item's current durability to 0, "breaking it" in the game's terms. You need to go repair it at the applicable crafting station before you can use it. This keeps the flavor of damaging the item.
- increase the damage to the player by the lightening bolt to dangerous levels. Perhaps based on the tier/level of the item being forged. Make the player think about their return trip, and their HP before they attempt the craft. Death is a huge threat in Valheim.
2) change up the price of progress
- redistribute the spawn rate of totems all the way through the game. Make the especially rare ones slightly more common (looking at you, wood.), and the ones you end up swimming in (black metal) more rare.
- items start with requiring totems from the biome they are from. I.E. wood totems to upgrade leather armor, but black marble to upgrade your Mistwaker. This is more or less how it works now, with some exceptions like the Early Axes and Draugr Fang needing changes.
- as items are leveled up with the F.O.P., increase the type of idol required to upgrade them farther. I.E. when leather armor starts to have similar stats to Troll Hide, it will now require a bronze idol to level up. When it is similar to root armor, it now requires iron, and so forth! A Frostner starts with needing silver, then as it matches power with a porcupine mace from the Plains, it now needs black metal. And so on. This means you need higher and higher level loot to improve your armor or weapons further into the game. This also prevents items from becoming broken early in the game by using 50 of a low level totem on them.
- Bonus idea: perhaps even have the F.O.P. require some materials used in the base item to continue upgrades. I.E. 10 of the metal/wood involved. Whatever the 'main' material of the item is. This would provide and item sync and grind beyond just idols, encouraging revisiting areas and adding more to the gameplay loop.
3) cap the maximum
This one might be a little spicy. But I think item growth shouldn't be infinite. The F.O.P. should stop letting you upgrade an item when it's power is equivalent to an endgame (currently deep north) item that is upgraded to 8-10. This prevents making items insanely OP at endgame, but allows you to use anything AT endgame with enough effort. I haven't done the math, but this means that early game items would have a max level of probably +30 or +40, where endgame items would stop around +10.
This is simply for balance.
Conclusion and TLDR:
"Holy wall of text batman!"
Yea I know. TLDR:
1) the F.O.P. allows the use of unique armor sets (and weapons too) throughout the game. This is good.
2) don't break stuff. Zap the player harder, consume the idol and set durability to 0, requiring a repair at a crafting station.
3) as items level up, change the idol required based on the items new stats. Prevents early items from becoming brokenly strong.
4) cap items level to prevent them from being O.P. at endgame. The level this happens at is based on stats, not levels.
Thanks for coming to my ted talk!