11clock
Terrarian
Currently, any bosses in the game will despawn if all of the players fighting it have died. Invasions, on the other hand, stick around. This makes invasions impossible to lose, and assuming you are fighting at the base and playing on Softcore/Classic, there is no real penalty for dying other than annoyance. Also, say you just entered hardmode and had bad RNG and the pirates decided to show up while you were still in prehardmode gear. Now you will basically be spawnkilled over and over until you manage to kill all of the pirates.
What can fix the described issues above is to prematurely end the invasion if all players on the map are dead (counting as a "loss" thus not unlocking the content behind it like the Goblin Tinkerer). The only invasions that wouldn't end with this criteria would be the holiday moon events, since those are on a timer and losing time on death is enough of a penalty already.
Another idea is to instead have invasions end at the end of the day (again counting as a "loss"), like how the moon events end at the end of the night.
EDIT: I guess I should throw this in as well. Add a time limit to the Celestial Invasion. Say... a full in-game day (24 IRL minutes)? So that this event also has a lose condition.
What can fix the described issues above is to prematurely end the invasion if all players on the map are dead (counting as a "loss" thus not unlocking the content behind it like the Goblin Tinkerer). The only invasions that wouldn't end with this criteria would be the holiday moon events, since those are on a timer and losing time on death is enough of a penalty already.
Another idea is to instead have invasions end at the end of the day (again counting as a "loss"), like how the moon events end at the end of the night.
EDIT: I guess I should throw this in as well. Add a time limit to the Celestial Invasion. Say... a full in-game day (24 IRL minutes)? So that this event also has a lose condition.