Game Mechanics Accessory Slot Changes

TVman101

Torch God
Expert and Master Slot Changes
  • Expert Slot unlocked by default in Journey, Expert, and Master mode worlds
    • Orange Lock icon on Expert Slot in Classic worlds
  • Master Slot unlocked by default in Journey and Master mode worlds
    • Red Lock icon on Master Slot in Classic and Expert worlds
  • Demon Heart will be redundant in this setup, new use in the following section
  • The dye and vanity slots corresponding to these will be unlocked regardless of difficulty




Progression Slots
  • Six new Accessory Slots tied to game progression in Hardmode
    • No corresponding dye or vanity slots, accessories equipped here are not visible on the character
    • On Console/Mobile, these can be added in a row of six below the current accessory slots, a full row with one less slot on both sides
    • On PC, these can be added in two rows of three below the current accessory slots
  • Defeating each required boss will grant an item to unlock an additional accessory slot
    • Each slot will have a unique icon displaying which boss must be defeated to unlock each slot
    • The following is the boss progression order, each boss will drop an item similar to the Demon Heart for each slot
      • Wall of Flesh, Mechanical Bosses, Plantera, Golem, Lunatic Cultist, Moon Lord
      • The last of the three Mechanical Bosses will drop the item
      • Without bringing items from other worlds, these are the only bosses absolutely required to beat the game
  • These slots are available regardless of difficulty and are not unlocked unless the specific character has redeemed the item
 
This is very unrealistic. It would need rebalancing so many parts of the game
 
This is very unrealistic. It would need rebalancing so many parts of the game
Since the progression slots would be incredibly game changing, it would most likely not be in 1.4.5 and would instead be in a more major update such as 1.5
However, I could see the Expert and Master slot changes I suggested being added in 1.4.5
 
I'm a bit confused by this suggestion. I'm all for more character customization, but you expressly denied the new slots from being used for more vanity and instead unlimited the more powerful side of it? Also the 6th and 7th vanilla slots now have a lock there that... doesn't seem to mean anything or do anything despite not showing up in all worlds?

What exactly is the design intent and/or goal of this change? There's not really much I can criticize here productively as I'm not really able to see the vision.
 
I think many players would be more confused why there are suddenly two new locked slots you cant use or ever seem to access.

5 slots is the default, and master adds EXTRA, not the other way around with 7 slots being the default and classic having these "locked". And there is no reason to show those extra slots if they are completely inaccessible to players not playing those challenge modes.

Wait, you are suggestion six MORE slots unlocked by progression?? that would be insanely op, cause insane powercreep, and completely destroy opportunity cost normally forced by the current 5 slot system. Did I understand that correctly? If so, I Strongly Disagree. The game does NOT need six more accessory slots. Less is more, and forces players to make actual tradeoffs.
 
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@Dapling @Aceplante

I guess maybe not locks per se, but just having the icon of the difficulty with a tooltip explaining that they're unlocked in Expert and/or Master Mode
My goal was to show that these slots are available with a higher difficulty and to allow the player to still utilize the vanity side of it in lower difficulties

I was suggesting adding more slots but you're right about the powercreep, I don't have the best idea on how to go about it but I would love for there to be some way to encourage more utilitarian accessories on top of combat-based accessories especially towards the end of the game or even after

Also, I only said no new vanity or dye slots because I wasn't sure how they would fit into the current UI
If there were a layout that would allow for these without making the menu wonky that would be much preferred

If anyone has an idea on how to add more slots without substantial power creep I would love to hear it

My original idea (not posted here) was to have slots dedicated to your class of choice with the rest being for general accessories
I couldn't figure out a way to plan it to not be too restrictive, so ideas here would be welcomed too
 
This is very unrealistic. It would need rebalancing so many parts of the game
I, angrily agree.
I'm a bit confused by this suggestion. I'm all for more character customization, but you expressly denied the new slots from being used for more vanity and instead unlimited the more powerful side of it? Also the 6th and 7th vanilla slots now have a lock there that... doesn't seem to mean anything or do anything despite not showing up in all worlds?

What exactly is the design intent and/or goal of this change? There's not really much I can criticize here productively as I'm not really able to see the vision.
I like the idea of progressive slots, but it should be a on-air thing, maybe starting with only 2 and getting upgrades from King Slime, BoC/EoW, and maybe Queen Bee? Deerclops would be cool, making the boss seem a little more required, but wouldn't work with Don't Starve. That is my suggestion for improving the idea, I don't think it's possible to have that many slots without being Soul Of Eternity level broken.
 
I did make a mockup of what it would look like

The regular slots are in the right column, nothing has changed with them
In the left column, the top two slots are the Expert and Master slots
The six slots below are the progression slots

It would be nice if there were some way to make different types of accessory slots so that you can spec into utility and combat without making either too overpowered
I would love to hear ideas on how to create something like this

I didn't make any special icons for these because I'm most certainly not talented enough
I made this using an image from the wiki, the armor came with it
 

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I did make a mockup of what it would look like

The regular slots are in the right column, nothing has changed with them
In the left column, the top two slots are the Expert and Master slots
The six slots below are the progression slots

It would be nice if there were some way to make different types of accessory slots so that you can spec into utility and combat without making either too overpowered
I would love to hear ideas on how to create something like this

I didn't make any special icons for these because I'm most certainly not talented enough
I made this using an image from the wiki, the armor came with it
Woah, that really is a lot. Me gut want to reduce the count of new slots to 3 or 4, because woah.
 
Woah, that really is a lot. Me gut want to reduce the count of new slots to 3 or 4, because woah.
Yea, visualizing it makes it seem much more drastic
If slots were to be restricted to certain types of accessories then this amount could be more realistic

These slots would be unlocked throughout your playthrough, so you wouldn't be as powerful early on
 
Yea, visualizing it makes it seem much more drastic
If slots were to be restricted to certain types of accessories then this amount could be more realistic
I see where you're going, e.g. having a slot for wings, boots, and the like, but it still fells like a lot.
 
I see where you're going, e.g. having a slot for wings, boots, and the like, but it still fells like a lot.
I can agree that it definitely feels like a lot, I just went with 6 because I gave each required boss an additional slot
It does fit well with the UI though, even if it is excessive

Because of how it's shaped, the five starting slots on the right side could be very restricted
While the ones on the left could be more open-ended
 
I can agree that it definitely feels like a lot, I just went with 6 because I gave each required boss an additional slot
It does fit well with the UI though, even if it is excessive

Because of how it's shaped, the five starting slots on the right side could be very restricted
While the ones on the left could be more open-ended
Agreeable, maybe the "open-ended" slots could slightly debuff stats or something.
 
Problem with having more accessory slots, is that it not only shatters the balance of the game to pieces, but it would also most likely cause some unintended issues.
While I would like more vanity slots, i simply dont like the idea of more slots than we have currently.
Seriously, even with something as simple looking as Wingslot gives room for an extra slot, which is very, VERY strong.
 
I know you're trying to find a way to have more than 7 accessories on a character be balanced, but that's really just impossible without completely rebalancing how accessories work, and that'll take a stupid amount of time and effort. This is just a doomed idea from the start, and I do not support this suggestion.
Expert and Master Slot Changes
  • Expert Slot unlocked by default in Journey, Expert, and Master mode worlds
    • Orange Lock icon on Expert Slot in Classic worlds
  • Master Slot unlocked by default in Journey and Master mode worlds
    • Red Lock icon on Master Slot in Classic and Expert worlds
  • Demon Heart will be redundant in this setup, new use in the following section
No. I get that this is supposed to make having extra accessory slots less confusing, but it'd probably do the opposite. Now, new players are going to wonder why they can't use the locked accessories, and might waste a lot of time trying to unlock them. Also, Like @Aceplante said, 5 accessories is the default, and Expert and Master add extra, not the other way around.

All in all, no support.
 
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someone who deserves the title of "professional clown" way more than i do. i'd explain in more details, but i don't think this is the right place for it.
DM me
 
nice try emerald.
someone who deserves the title of "professional clown" way more than i do. i'd explain in more details, but i don't think this is the right place for it.
I’m not quite sure who emerald is @skyzephire - if it’s someone on this forum that type of talk isn’t going to be tolerated here. If it’s someone off this forum, why are you even bringing them up in this thread. I’ll send you a DM to get this straightened out.

In the meantime, please allow this suggestion thread to get back on topic.
 
My original idea that I didn't post here yet was for these to be class-based accessories
The main point of this suggestion is for greater class building while still allowing utility accessories

There would be an Emblem slot to select which class these slots should be for
You can still equip other class accessories, but they will either be reduced or in some cases useless (if it cannot be reduced)
pre-Hardmode accessories will not be subjected to nerfs as one class slot is available before obtaining an emblem
These accessories are most likely weaker anyways if they can be obtained pre-Hardmode​

Only the Ranger, Sorcerer, Summoner, and Warrior Emblems can be slotted in the Emblem Slot
Avenger, Destroyer, and Celestial could replace the "emblem" part with another term to reduce confusion

This would most likely be a 1.5 change not 1.4.5 or 1.4.6 if this were added
Some classes may not be able to fill all five slots with accessories related to their class
If added, several more accessories should be created for each class so players will still need to pick and choose

Accessories will be classed into one of two categories: "Class Accessory" or "Utility Accessory"
Perhaps Utility Accessory could be further broken down, but Class accessory will have several sub-categories:
General Class Accessory, Ranger Class Accessory, Sorcerer Class Accessory, Summoner Class Accessory, and Warrior Class Accessory​
The General Class Accessories can be slotted on any class without penalty​
Every accessory will list which type it is and every accessory slot will have a unique icon corresponding to it's type​
Class slots could change icon depending on which class the emblem is​

The Expert and Master slots will be able to slot both Class and Utility accessories
Some accessories, such as the Celestial Shell, provide both General Class and Utility benefits
This could potentially be slottable in any accessory slot due to this​



These class slots will still be progression based, unlocking once the required boss is defeated:
Any Boss (pre-Hardmode), Wall of Flesh, all Mechanical Bosses, Golem, Moon Lord

Skeletron could be specified due to unlocking the dungeon, but isn't required for game progression
Much more consideration should be put into when these would be unlocked

The Expert and Master slots are unlocked by default when playing in a world with these difficulties selected
Therefore, only the Expert slot needs to be changed, no longer requiring the Demon Heart
The Demon Heart will be one of several items used to increase class slots instead, obtainable in all difficulties

To reduce confusion, every empty slot will explain what type of slot it is when hovered over while empty
All vanity slots will be unlocked by default



I've reattached my original image, this time with outlines so I can better explain which slots are which (since I'm not creative enough to make special icons for them)
  • Red
    • Vanity Slots
  • Orange
    • Expert and Master Exclusive Slots
  • Yellow
    • Armor
  • Blue
    • Utility Accessory slots
  • Purple
    • Class Accessory slots
  • Pink
    • Class Emblem slot
 

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My original idea that I didn't post here yet was for these to be class-based accessories
The main point of this suggestion is for greater class building while still allowing utility accessories

There would be an Emblem slot to select which class these slots should be for
You can still equip other class accessories, but they will either be reduced or in some cases useless (if it cannot be reduced)
pre-Hardmode accessories will not be subjected to nerfs as one class slot is available before obtaining an emblem
These accessories are most likely weaker anyways if they can be obtained pre-Hardmode​

Only the Ranger, Sorcerer, Summoner, and Warrior Emblems can be slotted in the Emblem Slot
Avenger, Destroyer, and Celestial could replace the "emblem" part with another term to reduce confusion

This would most likely be a 1.5 change not 1.4.5 or 1.4.6 if this were added
Some classes may not be able to fill all five slots with accessories related to their class
If added, several more accessories should be created for each class so players will still need to pick and choose

Accessories will be classed into one of two categories: "Class Accessory" or "Utility Accessory"
Perhaps Utility Accessory could be further broken down, but Class accessory will have several sub-categories:
General Class Accessory, Ranger Class Accessory, Sorcerer Class Accessory, Summoner Class Accessory, and Warrior Class Accessory​
The General Class Accessories can be slotted on any class without penalty​
Every accessory will list which type it is and every accessory slot will have a unique icon corresponding to it's type​
Class slots could change icon depending on which class the emblem is​

The Expert and Master slots will be able to slot both Class and Utility accessories
Some accessories, such as the Celestial Shell, provide both General Class and Utility benefits
This could potentially be slottable in any accessory slot due to this​
I'm just going to screenshot a point I left on this back when it was a comment on Red's profile.
1756936816063.png

Skeletron could be specified due to unlocking the dungeon, but isn't required for game progression
Much more consideration should be put into when these would be unlocked
Skeletron is required for game progression. The Lunatic Cultist can't spawn otherwise (which is a lot later into the game, but the point still stands.)

Also, like everyone else said, doubling the accessory slots sounds like power creep. Terraria already gives you combinations to save slots; no need to double the amount.
 
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