Introduction to Soapstone Podcast
00:00:55
Speaker
How's it going, everyone? Welcome to another episode of Soapstone. My name is Jake. I'm joined by my co-host, as always, Dave. How's it going today, Dave? It's going good. How are you, Jake? Dang it. I was going for a sip. I'm doing pretty well. How are you doing, Ian? I'm doing well today. Thank you for asking. Ian, where did you come from, Dave? Where did you go? Ian? Where did you come from, Ian? Can't I, Ian?
00:01:23
Speaker
I was like, I was fully expecting Dave to like introduce Ian, you know, go for the old standby. I didn't see you go for the drink, but I was planning to mix it up before that mixed drink. See, we were just going to go into the infinite loop where Dave introduces, or excuse me, Jake introduces Dave, who introduces me, who introduces Jake, and we'll do this for the next hour.
00:01:43
Speaker
Yeah, this is content. This is called padding for time. The name of the game is, well, they're not going to keep doing it, right? That's an interesting name for a game. Right. It's like, don't wake daddy or something like that. They're not going to keep doing it, right? I feel like this is the podcast that parents put on for their young children who are obsessed with the internet to get them to go to bed at night. Yeah, you want to listen to podcasts, kids? Here you go. It's just three assholes talking in loops for an hour.
Humor and Explicit Content in Podcasts
00:02:14
Speaker
I think that's a lot of content for podcasts out there, though. I don't know what they're saying, but I find this very, very cathodic. How do you know that word? I do like that. I like the idea of just little really eloquent kids listening to the podcast. We mark every single one as explicit and their parents are just like, nope, you're listening to this. Jimmy. It's not an eloquent kid name, but.
00:02:39
Speaker
Mother, father, what is honey pop? Right. Just go to Best Buy and try to pick up your kid's honey pop. Just feel like I've been listening to a podcast. They keep talking about it, so. I think it's a check out. When daddy loves mommy really much, but mommy doesn't want to put up with daddy's weird obsessions anymore, mommy leaves and daddy's forced to develop very racy video games.
00:03:07
Speaker
Like that you went not to the player but to the developer. Yeah, I felt like oh this person plays it Oh, nope, they they made it. This is like a the deep backstory that we've been missing They took bejeweled and added sex and made more money than you can count Honestly, the developers of honey pop have been getting off too easy. So I think someone needs to go for him. Oh
00:03:29
Speaker
So again, we record this with the cameras on. I want to applaud how straight of a phase Jake kept. The smirk was there, I'll tell you that. But he waited for it to land. They're not the only ones getting off. Thank you. I mean, I had to make it obvious for everyone in the crowd who's missed it because it went over my head for approximately half a second. That's good.
Introduction to Valheim
00:03:54
Speaker
This is the kind of highbrow tumor that I subscribe for. If you have a tumor above your brow, it's bad. I don't know how to tell you. It's real bad. It certainly explains a lot. Speaking of explaining a lot, what do you guys want to talk about today? I think we should have the guest pick. Well, I have a reference sheet here about noises that deers don't make.
00:04:24
Speaker
Uh, and somewhat under it, I have underlined a few times. Why are trees the devil? Hmm. Yes. So this is the forest, right? That's what we're talking about. You purchased that game for me and I still need to play it. And I refuse to watch or listen to your podcast on the forest until I play the forest. So that's a big catch 22 right there. Not to derail from what we're about to talk about, but would play that again. Yeah. Off a very similar note.
00:04:53
Speaker
I wonder if we can get like a slightly larger group. One or two more people and go through the forest. What's the size of that? That's a great question. Someone buy me time. Now shut the fuck up. Ian, what game are we talking about today? Uh, today we're going to talk about a small indie darling. You might've heard of it. It hasn't really blown up too much. I mean, Valheim. Five million copies. Yeah. Aka five million copies in three weeks.
00:05:22
Speaker
which is a pretty astronomical number considering it was made by five guys, not burgers and not fries. Yeah, it's one of the best selling games of all time. Just based off of the not total quantity sold, but how quickly it sold. I asked us where we get our ideas from.
00:05:43
Speaker
It is impressive because it's kind of made me reevaluate how I'm going to rate games from here on out. I'm not going to start doing a system where it's like, Hey, I'm going to take the number of copies you sold and then just divide it by the number of people who made it. Screw you, big developers. I only care about the small teams now because I mean, you figure five dudes made a game that sold 5 million copies. That's a million copies per guy. And I'm sure one of them was a slacker.
Survival Mechanics in Valheim
00:06:10
Speaker
I think you're now rating this game higher than Hades or anything by Supergiant. I probably have like 10 people. This is not a Hades episode, but Hades is so good. Stardew Valley also was a single developer and that sold really well. Not to mention, I guess, to give credit where credit's due, Undertale's not my personal game, but Toby Fox
00:06:34
Speaker
Is he the sole developer Dave, or did he have assistance? There was contributors. He had Tammy do some artwork. I'm sure some other people did help out with aspects. But as far as music design development, I think that's primarily, if not all him. So in any case, Valheim is some sort of Viking game, right? This is survival crafting open world, early access, but not actually
00:06:59
Speaker
Insert Horseman joke. Yeah. To continue kind of my trend on the podcast here, this is a survival crafting open world game. Fortunately, this one's in early access, but I don't believe Subnautica was when we discussed that, so. Right. At least we haven't completely formed a pattern yet. I didn't realize we were pigeonholing you into the survival guy. You're the survival man, Ian, where it's playing video games that are about survival.
00:07:27
Speaker
Oh man, wait a second. I got a new YouTube idea series. Let me just jot this down for later. You're the money. Just got to get a face rig for the VTuber set up.
00:07:37
Speaker
Yeah. So who is the first person to get on this train? Who was the initial buy in? I think I picked it up first. I played single player for a bit before talking to others about it. Just to the first boss. Yeah, I think Jake was our patient zero. And then I think Jake dropped me. And I don't even think you got to. Did you get to the first boss? No, you did because you told me you got to pick. I remember you got to pick the sticks off the ground.
00:08:03
Speaker
And I'm like, how are cake? I'm just used to punching trees. Right. You know, like a civilized place. Yeah, I definitely I wasn't sure exactly how the game was going to land off the opener. And I purposefully waited a while to bring other people in because I was concerned that like it looked really rudimentary from the initial drop in.
00:08:31
Speaker
And then it was taking a while to progress. Yeah, I think the game is fairly simple. In fact, if it was a machine, you could see all of its different parts all working together. It's not like anything's very obscured to the player in that regards. But I think it makes very good with what it's working with.
Progression and Exploration in Valheim
00:08:58
Speaker
There's the systems that are built into the game that seem simple at first often have very good reasoning for why they're there. And they do, in my opinion, improve the play experience. Yeah. I can't discount that yet.
00:09:16
Speaker
I think overall from my experience, because I joined in the latest, you guys had already played on probably one to two servers. And then we're like, Hey, we're gonna have an episode. And that's like, I will try the game. So I was expecting kind of a
00:09:32
Speaker
more advanced, as far as graphically, Minecraft, where you are exploring, you're harvesting resources, building up bases or structures. And primarily, I think it does that really well.
00:09:49
Speaker
I think certain things are kind of annoying as far as, which we'll get into as far as like the pacing. Right. Yeah. Cause like with Minecraft, you can in like a day, you can do a whole ton of shit and advance your tech tree. But in Valheim, it is very much boots on the ground. You go and explore and you make several encampments as you go. Yeah. I was going to say, like you mentioned Minecraft and I think this is actually a little bit different from Minecraft for me.
00:10:19
Speaker
Oh yeah, I don't want to make that equivalency. Minecraft is much more accessible, much more, like you said, just do whatever you want during the day. You have the time for it. But in Valheim, it's all heavy commitment.
00:10:36
Speaker
to doing something. I'm going to go out and farm. I literally spent hours just getting copper. And that was just my task for the real life day of playtime. Not like eight hours, but you know what I mean, for the time we've been playing games. And everything about the game is shaped around that idea that progression takes investment.
00:11:02
Speaker
Which is a nice feeling, I think. I think it works better with our group setting that we were doing. Like if it was just on my own, I feel like I could get very easily distracted from that.
00:11:15
Speaker
But like when you're on with people and like I was going beating the shit out of trees, you were farming and like Ian was actually trying to upgrade the tech tree. It felt nice to like have us all there kind of just hanging out vibing, talking about plans, but working on separate pieces of one goal. Yeah, I think I always think about
00:11:37
Speaker
In terms of Valheim, what you said there is comparison to Minecraft. It reminded me of the zero punctuation Yahtzee video from at this point, like 10 years ago, where you reviewed Minecraft. We said Minecraft makes you work to make your giant golden phallus. You got to go get the gold yourself, put it all together to make it. You actually have to work towards a goal when it makes it rewarding. And I think Valheim turns that dial a little bit harder. It's like, yeah, you're going to spend time putting something together, but look at what you've done once you've done it.
00:12:08
Speaker
No. For example, a field of half chopped down trees and lumber everywhere. Left in Dave's wake.
00:12:17
Speaker
Yeah, I like that. So like the survival aspect of Elheim, the base level survival, to continue the contrast of Minecraft, since it's impossible to escape Minecraft, it's genre defining. Like in Minecraft, you survive after one day, right? You
Crafting and Group Gameplay in Valheim
00:12:35
Speaker
made it to nighttime, you dug down three blocks, you put one block above you, you AFK'd, you came back and then you're set, right? Like you never have to worry about it again.
00:12:43
Speaker
And in Valheim, there's a constant need to gather supplies, to make potions, to get food, to get basic resources for defenses, construction plans, and the grand architecture.
00:13:02
Speaker
And so there's this constant other games that I think I enjoy in the genre have this self motivating incentive to go out and do something that I kind of lose if there's no survival.
00:13:15
Speaker
reinforcement for it, right? Like, I didn't make the Golden Fallas in Minecraft that much. I know you guys have. I know you both have your own Golden Fallas. But in Minecraft, in Minecraft. Yeah. Yeah. And possibly, you know, but never sure what came on. I'm sure gold member joke here, I guess, right? It's been a while since Austin Powers, but
00:13:41
Speaker
It's been a while since Mike Myers. Yeah, that's true. But I think that Valheim really provides the incentive to actually make me go out and do those manual tasks and enjoy it.
00:13:54
Speaker
I think one of the important things we kind of have to touch on, though, to kind of warn everybody, or at least to clarify, is oftentimes when we've discussed survival crafting games, that the survival aspect is too pronounced. Looking at things like... Greenhill. Greenhill, and dare I say its name, Raft, where it feels like all the time,
00:14:14
Speaker
We're gathering resources just to survive not to make progress maintenance right just to maintain the status quo I feel like it's important that in valheim all of these incremental thing like uh incremental tasks to keep moving forward If you stop doing those you never lose progress Right, you're you don't die. You don't run out of health. You just don't advance further so I think there's
00:14:42
Speaker
more of an incentive or more of a push to do whatever particular incremental task you want to instead of feeling like you have to juggle them all at once. Right. You get to keep your accomplishments involved. Yeah. Like the gear system, like we haven't gotten too in depth with mechanics and we probably should talk about some of them, but
00:15:04
Speaker
The gear system is repairs are free as long as you have a workbench or equivalent that is a high enough tier to repair the gear. And just straight up free repairs for no resources I think is very uncommon in crafting games. Yeah, it super is. But it's a nice balance. Because again, going back to Minecraft, let's say you used a full diamond pickaxe. You probably found more diamond in that it wasn't too much of a hassle.
00:15:31
Speaker
You can remake it or repair it if you have an anvil. But in Valheim, if you run out of bronze, you're fucked. It's so much harder to go and get bronze because it has multiple components. You can't easily transport those components. Very heavy. So being able to just be like, oh, look, my bronze axe is now whole again. You can just go back out to the forest. So I think that's a good balancing tool. Yeah.
00:16:00
Speaker
It's harder to stockpile more than you would ever need of a resource in Valheim too because things have weight. Like Dave deforesting like the entire region around main base is really useful for main base. But if we needed to make like a satellite base or an outpost somewhere, like there's no way that we're taking like just 50 million pounds of wood over right to build. So short of using portal.
00:16:28
Speaker
So we find ourselves going back to actually chop down trees in response to the immediate need. And I like that. The game is constantly trying to get you to do something or something you could do that would be useful. And you get to see the change over time. In the case of wood or other resources, you see that diminish and you expand your influence on the region. Like, oh, I've explored here, kind of settled this area, chopped down trees, made a little satellite base.
00:16:58
Speaker
And then it'll all show up on the map. And you can connect them by portals, and it feels like you're actually having the impact on the game. Because you actually see it. Now, Dave, you mentioned portals, and Jake mentioned that some resources are specifically very hard to move around, copper or bronze. And this sort of leads me to one of my favorite design decisions of the game that I've discussed with Jake at length.
00:17:25
Speaker
And that's while you can set up portals to warp across the map, there are some items that cannot be moved through portals, specifically most of the medals in the game. And what this leads is you can't do your your main base hub type system that that game would kind of devolve into if you could. Yeah.
00:17:52
Speaker
Since you always need to smelt the ores you get, and to smelt them, you need a little base of your own just to process them, and then you can't even move the processed materials via Portal. You're always going to have to have some sort of, like you said, satellite base next to your... I can't... Mine. Yeah, the acquisition. Yeah, whatever the encampment would be.
00:18:21
Speaker
And I think that's fascinating.
00:18:23
Speaker
Yeah, it shows something that came up a lot in the first playthrough through Valheim in particular. We kept running into mechanics, so we're like, this is inconvenient. This is making me spend time in the game doing something I don't intuitively want to do, such as not being able to portal raw resources, like metals. And as we continued to play, it sort of
00:18:51
Speaker
and we reacted to it, the reaction became the obvious answer to the question of why is the game like this? I'm going to use the term intelligent design, but it was clearly intentional. It wasn't just like, oops, we forgot to make it so you could portal or flip the flag. Now you can. I don't expect that bug fix because it incentivizes
00:19:18
Speaker
you know, additional construction, spreading out, having outposts.
Valheim's Pacing and Boss Fights
00:19:25
Speaker
And I don't know, it's kind of odd in the genre in particular that that much foresight is implemented, I think.
00:19:34
Speaker
I'm going to take the opposing viewpoint here. I understand why they did it, but that whole phase of we need bronze to do the next thing felt terrible. For me, it felt like the game was already kind of a relaxed, slow pace, but doing it with that specifically kind of took things to a grinding halt in my eyes.
00:20:02
Speaker
just because of how it will resource gate you based on the tech you currently have. So certain bosses, you need to have a certain tier of equipment. Otherwise, you're just trying to zerg rush it really shittily or try and chop down trees and hope they fall on the boss for some damage. And it
00:20:24
Speaker
It just hurts. I mean, we should mention the progression, because this is very much a game of very narrow start. You pick up some items. It gives you a bunch of recipes. And then you'll stop gaining recipes at some point until you get your next breakthrough drop, usually from a boss. And then, again, wide disc of expansion. If this was a skill tree, narrow wide, narrow wide, narrow wide, up to the top.
00:20:53
Speaker
Um, and that's also, you know, really obvious. Did you share the same, like on the pacing and do you think that, uh, how did that impact your game experience here? Do you feel like it would be better if it was slightly faster? Uh, personally, I, I was fine with the pacing, but I'm also the type of person that is willing to grind somewhat. I've played a lot of, you know,
00:21:24
Speaker
MMO type games, Destiny, Borderlands, games that encourage a small amount of mindless tedium. And I think that what you said, how Valheim narrows and then expands, narrows, expands, is kind of accurate. It's like a pendulum that swings between rapid, fast-paced improvement
00:21:44
Speaker
And that swings to the grinding side because you've beaten your last boss, you have acquired the keys to the kingdom to the next level of the tech tree. You rapidly expand and upgrade and do all this kind of stuff.
00:21:59
Speaker
And then you find yourself at the next boss and you're like, if I don't do all of this preparation for this boss, I will get spanked. And we kind of tried to hold the pendulum in our last playthrough. We did our rapid expansion and then we made a beeline for the boss instead of grinding out the next tech tree.
00:22:17
Speaker
Right. And then the boss taught us a lesson about why we need the next text tree. That was like what felt like it could have been very close to 20 minutes of a boss fight where I did functionally nothing. You help with ads. I killed a couple of skeletons and slimes. I mean, you know, good for you.
00:22:37
Speaker
Yeah, it's interesting to contrast that to our first playthrough because in our first playthrough in our world seed because the world is randomly generated based off of seed. The location for that particular boss Dave was on the opposite side of the world. It might as well have been in Japan. We had to cross multiple oceans and it was on foot an hour long journey to get there.
00:23:04
Speaker
Yeah. But in our procrastination to ever feel like going out there, we checked all the way up. So when we arrived, we were like gods. It took us like five minutes. Yeah. It was we did we did die not to take claim too much credit. I think we died on the first attack to the exploration phase of the boss. We're like, oh, there's a mechanic here that we need to address and we know exactly how to address, but we did not address for this particular fight, I think. Right.
00:23:34
Speaker
Yeah, there was a 10 minute retreat. Gain this protection, arrive back and commence the spank. Yeah.
00:23:44
Speaker
Yeah, I don't hate the idea of that. It felt like for me, certain areas, because you start out in the meadows where certain things will spawn, certain types of trees, et cetera, monsters. The trees are already there. They don't spawn. I don't want to encourage that idea. But as you explore different areas like Black Forest, they're typically harder monsters than the meadows. You might have access to different resources. So you're encouraged to explore to find more things.
00:24:11
Speaker
But if you go there too early, you will get slapped, fucking silly. And you don't realize how much damage they're dealing until you get hit once and half of your health, if not all of it, kind of disappears. And that kind of sucks. They just run up and kick you in the shins. They do warn you like, hey, you might not be ready for this yet, but you don't know to what level of severity I feel.
00:24:38
Speaker
I think that's fair. And so the game encourages exploration because the world is random, because there is cool things to see. The world gen is actually really smooth. I wasn't sure if it was a pre-made map or not. And natural structures and things like that show up pretty smoothly.
00:24:59
Speaker
There definitely comes a point where it's like exploration is just leads to death, right? It's not actually safe to just run off in Valheim, uh, too far away from where you do spawn in initially and expect everything to be okay. The world kind of hates you. Yeah. There's a, there's an interesting decision. It's the best way I could put it where, so every, basically every boss corresponds to a different biome.
00:25:27
Speaker
it's like hey you're expected to conquer the meadows then the black forest then probably you should head over to the swamp and the game's pretty obvious about leading these breadcrumbs along to tell you you know the first three to go to yeah but there's two others that exist in the game and they don't tell you what order you should tackle them in in fact and until you've kind of understood the game a little bit more you're not even sure if
00:25:52
Speaker
the game intends you to go in a logical order. Maybe I can do the planes before the swamp. I found the planes before the swamp. There we go. I should do the planes. We found many planes before. Do not do the planes before the swamp. The amount of slapping if you know walking into the Black Forest when you're prepared for the Meadows is getting slapped
Biomes and Exploration Challenges
00:26:14
Speaker
then walking into the planes when you were preparing for the swamp is the equivalent of getting, you know, mugged in an alley and beat within an inch of your life. Yeah, the final destination music should just come in once you enter the planes.
00:26:27
Speaker
Yeah, it fucking sucks. Because there's not like the obvious tell of biome shift. You're like, oh, there's not trees anymore. I'm in a clearing. And then you hear a buzzing sound and it's a death sceeto. And then you die immediately. And then you run back to your body and you die immediately.
00:26:47
Speaker
I was an apologist for the planes for a while, but I do think it's one of the few missteps in the game as far as pacing and balancing.
00:27:01
Speaker
Mostly it is the death ski toes. Like the other things are actually fine. You can outrun, you can dodge, but like death ski toes have no, no qualms. They're faster than you. They don't run out of stamina. They one hit kill you if you're already weak.
00:27:20
Speaker
There's a lot of issues with them and I thought that was fine for a while I thought it was all balanced because you could hit them with the basic bow with a basic arrow when they would die But it's really not because surprise death mechanics and games feel feel bad always, right? It's not the bows are not the cleanest to use Because the way the skills work is you get better at something the more you do it over time. Are you running a lot? Cool your stamina will build up
00:27:45
Speaker
And you won't burn as much stamina when running. How long does it take you to draw a bow? Have you drawn a bow before? No? Okay. You'll need to practice that. Yeah. I think Jake brings up a really good point about instant death mechanics and visual clarity. So one of the big like the good steps here with Valheim is
00:28:09
Speaker
Like Dave said, you don't really know when you enter a new biome, but you can sort of imply it if you've played a little while because you start off in the meadows, which is large open clearings and sparse trees. Sometimes the trees are a little bit packed together, but there's room between them. And eventually you move on to the Black Forest, which is very densely packed trees and they're a different color. And even there's almost like a filter over the camera. It's a little bit darker.
00:28:38
Speaker
And then the swamp is even darker than that and is easily discernible because every second spent and it makes me want to kill myself. It's great. The moment I feel that I know that I'm in the swamp.
00:28:49
Speaker
And then, you know, I guess spoilers for all the biomes since we've already mentioned four out of five. Yeah. If they've played Magic the Gathering, they'll make a pretty huge amount of spoiled bosses. I think we're probably okay. Oh my god, you're right, Dave. When you go to the mountains, that's a very distinct biome. You know, you're either freezing or the snow's falling.
00:29:11
Speaker
But the plains is large open plains with sparsely planted trees. You might notice this sounds very remarkable and easily to mistake with the easiest biome in the game. Yeah. So very pretty. Very pretty until you hear the buzz and then you're dead. And God I will see if you hear too.
00:29:33
Speaker
I will say it's just like a minor adjustment or clarification. Like you do see the biome name pop up the very first time you enter it. There's a little bit of a splash screen that comes up and it's like the planes or the swamp. But I literally filter it out now because we've played the game multiple times.
00:29:50
Speaker
And it's only the first time you enter it. It doesn't continue for all time transitions. Real quick, have you guys enjoyed playing the most of in Valheim as far as role, whether it be resource collecting, upgrading tech tree, or building structures or exploration? What do you lean to? Everybody already knows my answer because we keep memeing on it. We've said it three times.
00:30:19
Speaker
Personally, my big thing is I absolutely love the base building in this game. I have a few nitpicks with it, like very minor ones.
00:30:30
Speaker
But for the most part, and I mean, I told you guys earlier, I spent four hours last night building like a secondary base for shits and giggles. We really didn't need it. We could have built another base somewhere else. But I said to myself, I want to build a castle in the swamp. And so I made it happen. And it only took me four, maybe five hours. And I didn't look at the clock during those five hours. Yeah, it wasn't a boredom exercise. It was. Well, you know what? I think a torch would look really nice here. Pull the whole thing together.
00:31:00
Speaker
Yeah, the architecture is really engaging. I'm gonna answer the question too, but I do wanna mention, we should talk a little bit about the architecture. I think it's...
00:31:12
Speaker
It's really cool what you can make in Valheim. Just with basic components, right? Like walls, planks, like different minor decorations, things like that. Just a little rotation. It sounds stupid, you know, coming off Minecraft, but not just placing blocks on a grid made a world of difference.
00:31:40
Speaker
Yeah, although I do like that you could actually snap to a grid, too. It's the best of both worlds in that, hey, you're snapping to a grid. If you hold this button down, you're free to place and rotate as you want to. I mean, do you want creative freedom? Go crazy. Yeah, there's some crazy stuff on the subreddit.
00:32:00
Speaker
To answer the question for myself though, logistics, probably what I enjoyed most there. I like that there's a need for food in Valheim.
00:32:12
Speaker
And having preparation for like big boss fights, uh, like conveys a really big advantage, right? Like if you have meals prepared, you can have three food items, like at a time as buffs. Um, and it makes a massive difference as far as your region, your max health, your max stamina, your stamina region.
Resting Mechanic and Base Building
00:32:32
Speaker
Those are all shared by the way. Yeah. How do you feel about that? What did you mean by shared?
00:32:42
Speaker
So I guess, again, contrasting to Minecraft, Minecraft, if you have your stamina full all the way, your health will regen. But in Valheim, whatever food you've eaten contributes towards your max health and stamina. They're kind of shared. Well, they're different stats on the food. So the food will have plus 20 max health, plus 40 stamina, and berries and things like that, things with more sugars or carbs.
00:33:08
Speaker
give you a stamina more and things that are meats give you more health.
00:33:14
Speaker
Oh, ignore what I said then. I never apparently looked at them again. I mean, it's not intuitively obvious, and most of the food is relatively balanced. So I could completely see that, right? I just ate food, my health, and my stamina went away. Exactly. I went very surface level for my investigation on that. But there are focused in-game foods. We didn't get to in our build that are very much
00:33:39
Speaker
Here's 80 health and like 40 stamina or something crazy. And your basic health is 25. So these are considerable. One would say necessary increases for some of the fights in the game. Yeah. Like if you die and you want to go back and get your body, you have to eat some before you go because you have no health.
00:34:03
Speaker
You will get tapped and die. And you need stamina to be able to get back out there. Otherwise, something will hit you when you're panting and wheezing and you can't really run. No. How did you guys feel about like the Rested mechanic? Because I'm partial to it for this game. I adore it personally.
00:34:23
Speaker
Yeah. I'm fine with it. I'm curious to hear why you feel so strongly about it. Would you like to describe it in like, tell us how it works? So basically, uh, anytime you are, you meet a few conditions, you gain the resting mechanic. Uh, those conditions are near a fire and under a roof basically, and in an enclosed space, as long as you are dry in a closed space near a fire, you begin resting.
00:34:52
Speaker
spend long enough there and that resting turns into rested and it gives you a number rested one, rested two, rested fifteen and a half and as long as you have this rested buff which has a countdown based on the value of it you regain stamina and health remarkably faster like three times as fast and this dovetails into my favorite aspect of the game being base building
00:35:22
Speaker
because there's a lot of cosmetic things you can fill your bases with. Here's a table, here's chairs, here's heraldic banners to put on the walls and weapon mounts, rugs to lay the floors with, a literal throne. And these things aren't just cosmetic items because as long as they're near where you're resting,
00:35:45
Speaker
they increase the value of your rest, which makes you keep your rested bonus longer when you're no longer exploring. Yeah. I think the difference between having a shack in the woods and a palatial palace goes from like a five minute rest bonus to we were up to what, 20, 20 or 30. Yeah. 30 minutes of having basically always having
00:36:12
Speaker
just full or always having expanded health and stamina regeneration as long as you just occasionally make a trip home. Yeah. And as a minor balancing thing, like those are multipliers based off of your base rate of regeneration. So if you didn't eat any food, you can't make up for all of that by like going to bed. No food for me. I'm just going to take a nap. But if you do have food, then the rested buff becomes significantly better. It's force multiplayer.
00:36:45
Speaker
Again, cannot discount. It kind of feels like when you're at college and then you come home for summer break, you get to see like family and friends. You're like, oh, that was refreshing. But again, it does incentivize you coming back to would be your primary base to get that bonus or to kind of build up any satellite bases to provide those same benefits.
00:37:11
Speaker
Because usually starting out, we'd run out with some food, do whatever errands, chopping down trees, whatever the hell you guys are doing. And then at a point, the rest of bonus wears out. It's a lot harder to do that or to combat monsters with lower health regeneration. So you'd usually have to come back. Yeah. So I don't think I dislike it. I just think it's different.
00:37:39
Speaker
I mean, it's also worth noting that the scaling is only on the duration of the buff. Rested itself is always the same amount of health in stamina region. So if you just have a shack out somewhere near a lumber yard shack with just a bed and a campfire, you could always refresh your buff there. No problem. That's minimum investment. It doesn't take long to set up in the game, but it encourages you to build in the world.
00:38:08
Speaker
Whereas having the main base with like a 30 minute duration or whatever, you're like, OK, well, I'm going to stop back in here and then just go yeet myself off into the wilderness for a half hour and expect that you'll be fine. I like that kind of flexibility. Yeah, it reminds me. I was thinking about Fallout. I think it was either New Vegas or four had like a survival mode where you had to sleep.
00:38:32
Speaker
And to encourage you to sleep, you had a meter and it drained over time. And I can't remember what the drawback was when it ran out. Was it damage? Was it? It was debuffs to your special stats. Yeah. You were also more likely to catch illness. So it was punishing, basically. In Valheim, it tends to be a similar mechanic where it's like, hey,
00:38:57
Speaker
you're going to be, if you spend long enough awake away from your base, you're doing things that aren't resting, you are going to be worse at
Survival and Combat Strategies
00:39:06
Speaker
things. And I feel it's less punishing than that. Instead of the default state being normal, in Fallout, I would say your default state is normal and your bad state is bad. Like your worst state is bad. In Valheim, I'd say your default state is normal, but the resting state makes you good if that
00:39:25
Speaker
I think the baseline is adjusted to a level. You have a way to improve your current situation versus your current situation is normal, and it's going to get bad, and you'll need to mediate that. Yeah. But this does feed into the philosophy or the design goals of the game, which is conquer the world, gather resources, use your consumables, eat food, get stronger, fight nature, unless they're deskitos, then die.
00:39:55
Speaker
Yeah. And I liked what they were going for. I think there's just a few missteps there, but I appreciate a game where it really incentivizes things that are considered optional activities that a lot of the player base would engage with such as decorating, cooking, gathering resources, um,
00:40:15
Speaker
We asked the question a while ago, like what our favorite things are. Dave was asking where things were. I guess the assumption is yours is exploration, Dave. And I do think that unfortunately taken as like a pure if you're a pure exploration player with like a light smattering of resource gathering and things like that. The game gets really punishing really quickly. I can confirm this is true. Like
00:40:44
Speaker
There are the options of portals which help things, but we started out on an island, as I'm sure anybody else would. But our island was fairly big. So I was able to explore for a good while through the forest and the fields, and then it came to the point where I needed a boat.
00:41:04
Speaker
Swimming is also a stat, and it is very hard to swim across even a river at early points. Because if you run on a stamina wall actively swimming, you drown. I think you start out basically not being able to swim based off of how slow you swim. Yeah. It's a hockey battle. And it just burns through your stamina because you're freaking out.
00:41:27
Speaker
Yeah, it was fun to explore and cut down swaths of trees, but there are a lot of things like enemy spawns or water, or I literally cannot handle this environment right now, where I'd kind of have to say like, hey, we need to build a satellite base here and we can come back to it. I felt like I was putting little push pins on the cork board and like, later, later. Portal early and often.
00:41:55
Speaker
This is my advice for people who are thinking about picking up Valheim. Personal portal. Now, Jake, you mentioned earlier that, you know, the quest is to go out and kill the creatures of the earth or Valheim in this instance, because that's the plane of existence you're on in this game. Right. Being a Nordic Viking warrior who is dead and has been drafted by Odin to pick up his garbage on the 10th realm of Yggdrasil.
00:42:23
Speaker
Yeah, you were dead and we'll continue to die. Yeah. Now, some of the things we have to kill aren't just run of the mill baddies. They are legitimate, terrifying monstrosities. Was this where you referred to the deer?
00:42:38
Speaker
The deer make noises, funny noises. In fact, they make funny enough noises that when I was streaming the game and Jake's wife was listening to me, she's like, what the hell is that? I'm like, that's a deer. She's like, deer don't sound like that. She then looked it up on YouTube and apparently deer do sound like that, which was astounding to me. Bambi, honestly, just misled an entire generation. I thought they just spoke English.
00:43:05
Speaker
I'll be honest, I don't know the plot of Bambi besides the mother dying and there's somewhere along the line. There's romances? I don't know. There's Thumper. Thumper's in that. But what I was more alluding to was we've discussed the game and have bosses gate progression. We haven't actually talked about any of the bosses.
00:43:24
Speaker
Yeah. And I don't know if I want to go into heavy detail for a lot of them, but I think we're definitely putting minor spoilers on this. In general, we've talked about the planes. But the first boss, I think, could be a good talk. And if you guys really want to, if you're like, man, I feel deprived not being able to talk about the rest of the bosses, I don't care. Well, I don't think we need to talk about specifics to each boss. More so the bosses point in the structure of the game acting as like,
00:43:52
Speaker
bottlenecks towards the next area. That's fair. So, I mean, Dave, how did you enjoy the combat in this game? Especially when we're talking about tougher enemies like bosses that have maybe actual mechanics associated with them, like Ike Fear in the beginning.
00:44:11
Speaker
Uh, that's a big, that's a big F for me. Um, I wasn't crazy about it. Granted for the first boss, I was using shitty bow skills and just trying to arc arrows into the boss. Uh, I never really delved as much as you guys both did into the close upfront mechanics where you are swinging, burning stamina, and then also dodging and using some I frames.
00:44:37
Speaker
Yeah, I think the combat's pretty good, but it's mostly because of the melee. Ranged isn't particularly anything special, I don't think. It's basically Skyrim or anything else, which was the big inspiration for this game, as said by the developers. Would you like specifically about melee combat? Is there certain weapon? It's Stark Souls. Yeah, I think that's a real fair assessment because it's very much
00:45:07
Speaker
As long as you've got the proper equipment for whatever job, it's either dodge roll, retaliate attack, hit it in the butt, or it is parry, retaliate attack, dodge away for their big attack, and then wait for your stamina to come back.
00:45:22
Speaker
And the game literally has poe's breaking. Yeah. Like for you and the monsters. So it's Dark Souls. Check our Dark Souls episodes for ideas about how the combat in Valheim works. Okay. Yeah, my strat was literally for most of it, have a bow, shoot while running backwards. Part of the issue is it takes so much stamina to do that.
00:45:49
Speaker
Like that's the punishing, that's the balancing part of the bow is you mentioned it takes stamina to draw. Also takes stamina to move, takes stamina to run. You know, doesn't take stamina to move. If you're, I guess running. Yeah. Only running. You can't run and draw, but I, sorry, I meant to say like walking backwards while drawing bow just to create that in space. Right. Yeah. I still feel like melee weapons also ate a lot of stamina. At some point I did start using Naginta in fights.
00:46:17
Speaker
Some of them do. That takes a lot of stamina. Yeah, that's what you get for using the two-handed weapons, because I had the antler smasher. What is it? Stag breaker. That's the one. Which is the big fuck you two-handed hammer made out of deer antlers. And as fun as it was to use for 20 hours, I hit a point in the game where I'm like, at this point, I'm just slamming the ground and tickling the things around me.
00:46:46
Speaker
and I can only swing it once every three millennia.
00:46:50
Speaker
Yeah, having played with a bunch of different weapons, the bow, the two handed weapon and with one handed and shield, one handed and shield is like by far the safest, but it's like low stamina cost. You still usually kill things like as soon as you break their poise anyways, which is like the third hit normally, except against like high star enemies.
00:47:17
Speaker
Um, it doesn't have the special move then again to has, which is pretty good. I think Jake saw me kiting a group of ads once and just cheesing them. Yeah. Cause the alternate move is you do the spin attack. Uh, and if they're not super strong enemies, they will all get stunned and knocked back. So you wait for a clearing, you do the spin and you wait for them to come back, which gives your, your salmon a chance to come back as well. Hmm.
00:47:46
Speaker
Yeah, I had great success with the sword and shield the first time around. I know Dan in our first world. See, I was always building like bucklers and small like personal shields, which have the ability to parry. Right. Dan built a tower shield.
00:48:04
Speaker
And while he couldn't parry, nothing could break his poise and he laughed like a madman every time like trolls would just hit him and he doesn't even flinch. Yeah. It very much turned into the Dark Souls question. Can this opponent be parried? Can I parry this boss? Turns out you can on some. Yeah.
00:48:28
Speaker
Even seeing trolls for the first time was kind of massive. Could you start out with like little very, I almost want to call them goblins, but they're graylings. Yeah. But they kind of run at you, but then they're scared and they run away. They're like, no, I can probably kick them their shins once or twice and they come back.
00:48:45
Speaker
But they're very much small ads. I wouldn't consider them enemies so much as things that might look at you wrong. Yeah, they kill you if you're AFK. That's basically it. Yeah, that's fair to say. Unless you have a fire nearby because they're scared of that. I think the game does a really good job with its visual design of indicating what enemies you can and can't take to begin with. Like in the early game, I think it's very clear because you'll start off with things like
00:49:13
Speaker
Oh, this Grayling, he's running away from me. He's scared of me. I could take him. And this is the boars running at me. But it's the first enemy in the game, so I'm going to punch it. And I know at this point that I could take four deer run away from me. I'm invincible. Then you get to kind of a little bit higher tier in the Black Forest. And it's like bigger gray dwarves that are still derpy, but as big as I am now. Yeah. And I think we're nighttime. Yeah. I think the game starts to fall off.
00:49:47
Speaker
around the mountains, actually. Because I know, Dave, you didn't get to experience a whole bunch of the mountain gameplay. Right. But you're like, how could a wolf be more deadly than this giant hulking troll that I was just fighting? And then the wolf bites you for three quarters of your health, which is something that Jake and I experienced.
00:50:07
Speaker
I was mining next to a mountain and it just happened. Like wolves spawned there because nighttime fell and the wolves were like, what's that over
Death Mechanics and Difficulty
00:50:15
Speaker
there? Is it like a campfire or something? We can go kill. There was something they could go kill. As it turned out, it was me.
00:50:22
Speaker
And I think this kind of this failing of the design philosophy to properly express how deadly something is reaches its terminus with, as all things, the death sceeto. It's just a mosquito. What's the worst that dies over and over and over again? Because it's not like the name pops up immediately unless you're like mousing over it.
00:50:44
Speaker
The camera turns to it, zooms in, its name shows up on the bottom of the screen. It has its own intro screen. A new challenger approaching thing flashes up with the silhouette.
00:50:55
Speaker
Log out now and ask somebody to come build a base around where you think your body was. So it's funny. I was going to say the running gag we had when we first encountered Death Skeetos was, you know how when you first log into Valheim that has the patch notes on the side of the screen, Dave? Yeah. When we first started, their first post-release patch had already come out. And the number one thing listed at the top was reduced damage of Death Skeetos. And every time we'd get one hit,
00:51:23
Speaker
One and a half hit by Death Skeetos were like, yeah, they sure reduced the damage on these Death Skeetos. Still blowing us up. They used to kill two people at once. Right. But what were you going to get into, Jake? I was just going to mention death mechanics briefly because we haven't really talked about it much. Oh, yeah. So you drop all your gear where you died.
00:51:43
Speaker
Um, like Minecraft, but a bit more forgiving in that it doesn't immediately fall into lava. You at least leave a tombstone. Yeah, it's like a backpack type system. It's a backpack. Yeah, that's good. We put it. Um, and it does stick around for a while. I've logged out and logged back in. It was still there. I don't know if it even times out ever.
00:52:00
Speaker
You can have multiple of them in place at a time, but you only get a map marker to the last one you died at. And the reason Desquitos are a problem is because everything about them is specifically tailored to kill corpse runs, right? They're fast. They have very little health, but that doesn't matter if you can't fight back.
00:52:21
Speaker
And they're just the worst for that. They swarm, they roam, they don't, they're, yeah, it's such a pain. But the game does have some mercies and like you get a corpse run buff when you recover that gives you super regeneration for like 30 seconds where your health just fills really fast so you can eat a bunch of food and it'll be all capped out. And then they take away that mercy by having you lose skills.
00:52:49
Speaker
It's one level and everything. Is that right? That might be true. I never measured. I never measured. I did know once I checked my skills and they were like a 32. And then a few hours later after dying over and over again, I noticed I'm like, I've had to, I'm sure I've lost a little bit of progress, but how much? And I was like 25. So it can, if you keep eating yourself into danger, you will pay for it.
00:53:18
Speaker
I looked it up. It's 5% of total levels in each skill.
00:53:24
Speaker
That's a staggering amount. Staggering. Unless you just started the game, then it's literally in the consequential. There is the benefit that it is skill. There is a death protection. Like Jake said, you have the corpse run buff, but you also get the no skill drain buff. So if you die, I don't know, Jake, you've got the mechanics up. Does it say how long the no skill drain buff lasts? 10 minutes. You've got 10 minutes where if you die again, no problem. No more skill drain.
00:53:53
Speaker
It's only when you're like me that manages to nail that sweet spot of live, die, wait 10 minutes, die again, repeat ad nauseam. I think that line was close to that, which was die, go back for body, get body, buff clears, die. Get body, get bodied. Right.
00:54:18
Speaker
Yeah, the game does have more difficulty to it than many. Like we played a lot of survival crafting type games and I think this one is up there as far as...
00:54:31
Speaker
You're choosing not to like keep up your health buffs. You'll probably die if you're in danger. Uh, you venture into an area while you're
Early Access and Future Updates
00:54:38
Speaker
underleveled. You don't have the gear from the last boss or whatever. You're going to die. Like death is the default state. If you get far enough away. Uh, I guess since, uh, we're approaching time is.
00:54:55
Speaker
It's also worth noting this is very much still an early access game. I don't mean that in the sense that it crashes consistently. Actually, in terms of bugginess, the game is fairly stable so far. I mean, we've seen some floating strawberries. When we were doing the first time we did the server, we had missing missing walls for some people, like ghost objects for others. But I haven't noticed that this time around.
00:55:22
Speaker
Yeah, it really wasn't anything that came up outside of the one time the boat went under the dock. Yeah, that's the water. That's the nature of the water going up and down, I think. Yeah, I don't even think that's necessarily a bug. I mean, obviously, it's a bug. Like it's it's obvious, but it's a mechanical interaction that shouldn't exist, but is definitely. If you understand the rules of how things are going to work, this is the expected outcome.
00:55:51
Speaker
It is just really funny when you park the boat next to your dock on your nice looking water vista, your resort. It's like, all right, I want it to make contact so I can just step back onto the boat, right? Have your Captain Jack Sparrow moment. And then the seas get tumultuous and your boat's absolutely destroyed. It's under the dock now. Good luck ever getting it out.
00:56:15
Speaker
Yeah. In terms of early access, I know they're actively developing it. And one of my biggest disappointments in the game is because it was early access, I found the sixth biome. I guess seventh ocean counts. Yeah. But I found the seventh biome and I sailed by it and I got the spooky pop up. And to give you a visual idea of what it looks like, Dave, it's very massive tall trees. Think like California redwoods. OK.
00:56:43
Speaker
but with spider webs stringed between them. And no music. It's quiet. I don't know if that's because they haven't made the music yet or if it's a design decision, but it very much had an atmosphere to it. And when I sailed by it, it spooked the hell out of me. I'm like, I'll come back to this. So I spent half an hour sailing my ass back there with a portal. I dropped it and I began my tumultuous exploration to find nothing.
00:57:11
Speaker
Can't break the trees. Can't break the spider webs. There's no enemies around. It is literally empty of all resources. So would you rather than not put that in than put something that you can't really interact with? I don't know what the correct answer is because I guess for me, if they had if they hadn't had if they didn't have even this biome set to spawn yet,
00:57:36
Speaker
Or if there was even like, I know Satisfactory is an early access game that has an even early access year branch of development release state. There's two separate release states you could play. This is early access. I'd almost wish they had like a test development branch where this was in the game and in the game that's launchable and playable. This isn't because it did give me a sense of buildup and letdown.
00:58:03
Speaker
rather than if they had waited a little bit longer in development to implement, then it would have actually had a payoff, at least somewhat of a payoff. And there's also, there's the question of world state. Like, I don't know exactly what their plans are for that, that biome that Shalom be named, but the, it could be that because it's part of the current world gen, when they do release content for it, they don't need to have people recreate their worlds. Or if it was excluded entirely, you might have to make a new save.
00:58:33
Speaker
That's a really good point. I didn't even consider that. Yeah, Ian. What Jake said. I was thinking the whole time. Kept my mouth shut. Yeah, I can see you thinking through the camera there. Yeah, it is a good point. I would have thought of that though. Yeah, because- I felt pretty witty for thinking of it. That was on the moment. I mean, it's a good point because we use Satisfactory as a comparison point there.
00:58:55
Speaker
satisfactory when they update, they actually release warnings. They're like, by the way, when we update, we're going to break all your world states.
Valheim as a Social Experience
00:59:02
Speaker
So this is what you get for playing in early access. Yeah, nerds. What changes, if they implemented, would you be willing to reset your world for? Basically, what are you looking for them to add on while still in early access?
00:59:22
Speaker
It's sort of a loaded question for me because I've read up on their Wikipedia article and like I was on the subreddit. You're like, I like these patch notes coming forward.
00:59:29
Speaker
Well, it's not necessarily I know what they plan to do in the future. So I know they I can't even think of the name of that biome. Jake, you said that it will not be named. I can't remember the name of it. So you're right. It can't be named. I know that they wanted to do like all the Nordic dark elves style stuff there. I don't know what form that's going to take, like traditional D&D dark elves or something else. But more of the Warcraft will be very edgy. Yeah.
00:59:54
Speaker
And I know they wanted someone on the subreddit mentioned they Wanted to do a far north biome, which I assume would be a much more a flat tundra area Definitely in the future more more biomes because the I think the biome diversity is one of the things that makes the game fun and
01:00:17
Speaker
Like it's interesting to set foot into what's considered like a whole new world and get beaten up by the creatures that live there. Yeah, it's going to have a whole new point of view.
01:00:28
Speaker
New fantastic point of view. Yeah, I think Valheim is worth the hype right now. That's my personal opinion. It's interesting. It's a good co-op game where you don't have to co-op at all, but you can get together, gear up and fight bosses. That's like the main point when people really work together. It's like boss fights are events and I love that.
01:00:54
Speaker
but it's very it's very chill as long as you never enter the plains so or the or the mountain or maybe the swamp honestly just stay in the meadows probably your best bet invite the boss to you
01:01:10
Speaker
Yeah, I enjoyed this as a multiplayer experience. I think it's mainly because of, it's because of you guys. Like, we've done other types of games like this before, and I enjoy our dynamic, where we kind of have split responsibilities, and then we can work towards that common goal. What are the rehashes I said earlier?
01:01:29
Speaker
I don't think I would ever play this solo or with certain other groups of people. It seems like a big group type game. Yeah, that's what I was going to say. Because the pacing is very slow. But for everyone who's making a community and building satellite bases and terraforming the world, I get more enjoyment from that.
01:01:50
Speaker
Yeah, I'm on board with it. I mean, I played it solo like last night. I played in our world by myself for four hours. And it's not like it was not enjoyable experience. But while I was building my big castle in the middle of a swamp and feeling real good about it,
01:02:07
Speaker
I took note that I spent half that time holding left click on a rock to mine stone to build said castle when we did a similar project and even bigger castle with Jake, myself and Daniel. Well, there was actually a point where we all were commiserating, we're going to have to mine so much stone.
01:02:28
Speaker
And then we found out we were done, like just all of a sudden we're like, oh, we finished because when three people all tossed themselves at the same project, it carved away at it so much faster. So it's definitely a game that I would say you can get some enjoyment out of architecturally, like just evolve, like stop playing the game and start just building structures and have fun with it.
01:02:52
Speaker
But you might get stymied by the resource requirements, which you would be forced to grind out yourself then. Yeah. Unless it's wood, in which case there's a lot of wood. There's a lot of wood. Trees everywhere. Yeah. If you get people together to mine too, that speeds it up a lot. If you have surveyors pick all your nodes out, have people drop everything in chests.
01:03:18
Speaker
That takes one of the obnoxious requirements, I think, out of the game if you have everybody going for resources, because otherwise you have to split up what you're generating across all the people, which is my one concern. It's literally tragedy of the commons. That's my one concern for large servers, as it's just like you got two people maybe going out mining and 10 people to outfit for the next boss fight. Good luck, guys. That's a lot of copper, you know? So just play with friends that aren't douchebags and have a good time with it.
01:03:49
Speaker
So I know that we have kind of agreed to even though we have not completely cleared this world state we're in right now And we plan on like continuing to play on and off with less of a deadline hanging over our head for you know assorted podcasts After a few months is this the type of game that you guys would feel like we're visiting maybe with a group of people I know at least three or four other people in our immediate friend group who have this game and
01:04:18
Speaker
I think it'd be fun. Yeah, because no one will play Minecraft with me ever again. I like big parties for survival, crafty, and having a world. What are you doing tonight? You logging on? No, maybe tomorrow night. Hey, this is what you missed. I made this cool fucking house. Oh my God.
01:04:37
Speaker
Oh, Ian's not on over the weekend. He has to go do something. Fuck him. I'm going to make a better house. And you get to see these iterations of things being worked on. And then maybe people do meet together for Friday night to clear a boss. This is the closest I get to Destiny raids right now. So I like group activities. Exactly. And it's good to have a group in case you get that text pop up on your screen. The forest is moving.
01:05:05
Speaker
Oh, yeah. It's like, hey, by the way, you built a house and you're very proud of it. Bunch of boar about to attack it or graylings. I like the idea of just heard of boar coming over the hill. You said the forest or you said the forest, not the meadows. The forest never attacks you. The forest sends gray dwarves.
01:05:26
Speaker
That would be funny, though. Meadow tier attack. Just herds of boar. That would be terrifying, actually. They can tear stuff down. Not as bad as a whole ocean of logs. The ocean is moving. The text pops up. Nothing changes. The ocean was always moving, but the game decided to tell you. Actually, before that, it was completely flat. Flat Valheim. You're onto something here, Dave.
01:05:53
Speaker
You just hit M. Just hit M. Don't buy in the conspiracy theories. Hit M. Scroll out. The world is obviously round. Anyways, yeah, I think that's Valheim show. Thanks once more to Ian for coming out, joining us as a guest for this. Someday maybe we'll cover something that's not a survival crafting game, but I wouldn't promise it. It's good to have you on the show.
01:06:22
Speaker
It's always a pleasure. You've given me a forum to spout ideas and amateur game theory.
Closing Remarks
01:06:28
Speaker
So thanks for that. Everything we do is amateur. As always, if you have ideas for other amateur endeavors for us, you can send those in to soapstonepodcast.gmail.com. Or you could join our amateur Facebook page at facebook.com slash soapstonepodcast. And as always, we'll see you in the next one. Have a good night.