Untamed Mansion
Terrarian
Finally, a reason to care about NPC Housing. This will make traversing the world so much easier! This is a perfect addition to the game. I can not wait until May 16th.
Yes,that is perfect,i think it would be a good mechanic.You should make it so that the NPC's need to be happy i order for the pylons to work, that way if you don't treat them right, you can't use the pylon.
Considering how OP those items can become, I don't blame them for making them more rare. The cellphone, however, is a complete jerk move. It will forever evade me in non-modded games. If making the angler happy guaranteed me better drops for the cellphone, I'd literally go to redigit's house and buy him a beer personally.just gonna point out that they made it impossible to craft the Neptune shell, and made the compass an incredibly rare drop, with full knowledge that it would annoy the community, yes they might not want to piss of the community, but if they felt it would be funny or "teach the community a lesson" they would most likely do it, because they have in the past
YES. MORE COMMON ANGLER DROPS. THOSE THINGS ARE SO HARD TO GET.Considering how OP those items can become, I don't blame them for making them more rare. The cellphone, however, is a complete jerk move. It will forever evade me in non-modded games. If making the angler happy guaranteed me better drops for the cellphone, I'd literally go to redigit's house and buy him a beer personally.
Considering how OP those items can become, I don't blame them for making them more rare. The cellphone, however, is a complete jerk move. It will forever evade me in non-modded games. If making the angler happy guaranteed me better drops for the cellphone, I'd literally go to redigit's house and buy him a beer personally.
I'm gonna' go on a limb and say that's not really entirely neccessary. Chances are, that's going to be part of the whole "I like to be around [NPC name]" situation. Some might not prefer a certain biome, but be encouraged to live in that biome by being with another npc they enjoy. This can end up separating them from those npcs they don't get along with in the process. We don't know for certain if being in a different town changes the interactions and dialogue of npcs, and I doubt that'll be the case. However, I can see Relogic going far enough as to block the npcs in a reasonable way and provide enough npcs specific to each biome so that satisfying them can garuntee a fair number of settlements and pylons around your world, while also respecting the previous relationships established between npcs in their wants and needs. This update feels like it's going to do a lot to build the personality of NPCs beyond just this aspect, and maybe your suggestion will be seen in some form.With the fighting between some NPC’s, does that mean they effect each others happiness levels?
example: how the arms dealer and Demolitionist fight
I agree with this, but it should be pointed out it has been said that prices increase for unhappy npcs. And yes, we don’t know the extent, that’s part of what’s so frustrating because revealing a simple number could solve the concerns of a great number of people.Also, separate comment to all o' ye's who keep complaining about this change... never was it said how drastic the price differences will be, nor was it ever stated where this change was distributed. I don't think Relogic wants to alienate people who build boxes as much as they want to encourage one of their longest lasting central game mechanics after seeing how underused it is for common players. I think if there's a price change based on happiness, it's going to be a reduction of prices for happier npcs more than it will be an increase for unhappy ones. This change in price would probably also be more subtle than most of you want to believe. We can't be charging 1 platinum for a minishark as a punishment, but it also can't end up costing 10 gold. I think Relogic is riding the pylon concept more than anything, and there's no punishment for not taking advantage of them. The Pylons feel like a much needed change because, if we're being honest, I don't think many players (Including most that enjoy building) find themselves building up their npc houses and towns after their first several playthroughs.
I think the change is welcome to bringing back the character of the game. The reason we find housing for npcs a chore is because we insist on getting it out of the way instead of embracing it as a core mechanic of the game. Overall, we're just going to have to see how this pans out when 1.4 arrives. We can't complain about how this is going to be problematic before we see it for ourselves. I have my faith in Relogic, and I want to see where they take this more than anything I've seen so far from this update. I don't think they'd be showing us this if they weren't excited about it themselves, and I don't think they'd be adding it if it isn't what the game needs right now.
Some ideas for alternate Pylon shapes I sketched up. I think this could be a really cool change to give each biome variant a unique flavor. Would also make their depictions on the minimap easier to recognize.
View attachment 269371
Forest - Round, peaceful calm
Underground - Thin, sharp
Jungle - Chaotic, mighty, unbreakable
Desert - Ancient, mysterious
Snow - Smooth, cold, cut
Hallow - Enchanting, beautiful, alien
Just because you don't like it doesn't make it poor gameplay. The mechanic literally hasn't even been revealed on a functional level yet and suddenly you think you know every single little detail about it. Just wait for it to come out. If you're still adamantly against it, then you can use a mod to change the game to your preferences.
Also, if you seriously legitimately believe that this tiny increase in price that is incredibly simple to fix literally ruins the entirety of Terraria as a whole, then maybe you should find a new game to play. Either that or just get a mod to disable it.
Considering how OP those items can become, I don't blame them for making them more rare. The cellphone, however, is a complete jerk move. It will forever evade me in non-modded games. If making the angler happy guaranteed me better drops for the cellphone, I'd literally go to redigit's house and buy him a beer personally.
how aboutThrough all this, there is probably one important view that I probably haven't mentioned:
I tend to draw up a plan of what tower I'm going to build, before I even make my character. I invest a lot of blocks and time into it, even if the build doesn't look creative. Making a change to it's layout would take hours, not minutes, even if it's just increasing the height of a room by one block (since I would need to move every floor up, and it's a tall tower).
The reason I am so frustrated is there are 3 scenarios here:
Scenario 1 - I can use the same tower I have been refining for 5 years, and these 2 weeks made me bitter over nothing. I wish the devs could have soothed my fears sooner.
Scenario 2 - I can't use that tower without getting a price hike, and I only find this out last minute. I enter my entire playthrough feeling bitter.
Scenario 3 - The devs give a teeny bit more info on the "crowded" mechanic, and I can use these 2 weeks to plan accordingly, regardless of whether my current build works. I feel gratitude to the devs for helping the community.
At this point, I just want a straight answer, I don't actually care what the answer turns out to be. If using the tower means I don't get pylons, that's on me for not working towards a new mechanic. But I want to know if it still allows my current playstyle without spending twice as long just grinding mobs for cash, which has always been my least favourite part of any video game.