Wow, that can't be intentional. I bet the extra 0 is a typo.But desert, snow, and mushroom biomes all require a whopping 1500, which seems like an absolutely insane amount of blocks to me
That feature has been removed nowStop punishing the player for placing wrong torches.
Also give for biome torches saying: "Placing this torch in X biome will increase your luck"
So, without negative luck it wouldn't punish players for no good reason, and with the biome torch tooltips, you can see a reward for placing the biome torches in the right place.
Why do so many of the features in this update think that punishing the player severely for not "playing the game properly" is a good way to motivate them?So, as an outspoken critic of this feature when it was just hypothetical, what is my take on it?
I surmised that getting Pylons would be tedious. That you'd have to build a house in a biome, send an NPC who likes the biome there, and then you can purchase a Pylon. Which is a lot of work just to get the thing, but you can at least build two houses there and transfer someone else there so that you can set up a Pylon right away.
What I didn't predict was how expensive it would be. Oh sure, in early Hardmode, 8.5 gold may be easy to come by, but pre-EoC, when you're still exploring the world, that's a rather huge expenditure. One you have to make twice, since you need at least two Pylons (of different types) to be useful. Fortunately, Nymphs drop lots of gold, so that plus selling a few redundant accessories did the trick.
The happiness system is actually worse than I thought. I kind of expected the developers to prevent happiness deadlocking from happening, but... they didn't.
What is a happiness deadlock? Well, maximum happiness (and therefore, the full 25% price reduction) requires 3 things:
1) Living in their preferred biome.
2) With exactly one NPC within 25 squares.
3) Who is a person the character "loves" (technically it can be "likes", but you'll "only" get a 23% price reduction).
If you violate any one of these (or have 5 or more NPCs within ~120 squares), then you can't get the full 25% price reduction. A happiness deadlock is what happens when you have two NPCs that sell stuff, one of whom loves the other, but the other hates that character's preferred biome.
Oh, and the penalty for being in the wrong biome is a whopping 50% cost increase.
Enter the Goblin Tinkerer and the Mechanic. The GT's preferred place is underground, but the Mechanic hates being underground. But they each have the other under "loves".
Therefore, if you want to get the GT's best prices, you need to move the Mechanic to a place where she will give you her worst prices. And vice-versa. And since there's a good chance that you'll be spending money with both of them over the course of the game, this is going to get really annoying really fast.
In a well-designed version of this feature, you would be able to find a stable arrangement of characters that would give you the best prices, clusters of characters who prefer the same biome and prefer people who also prefer the same biome. But that's not actually possible given the particular set of character preferences.
The feature is not just annoying in concept. The implementation of it seems to be designed to make you either accept a non-optimal price, or make you shuffle people around a lot just to get the optimal price from a particular character. The feature is double-annoying.
And no, you can't just say "go play in Journey mode and dupe up some money".
This is not new — this is exactly how it worked since 1.2. And about "no way to stop it" part: i'm a big advocate of conservative approach. And by "conservative" i mean bombing entire thing until it doesn't touch the Jungle. Preferably done right before entering Hardmode, especially on Master difficulty.The first MAJOR issue I have ran into is the crimson taking over my jungle. Straight into hardmode my crimson started to spread into my jungle. This seemed fine at first until i realized that it was turning the mud into dirt. It started to take over the entire above ground jungle and started creeping into the underground. In fear of our jungle being completely eradicated, my friend brought a clemtaminator from another world. To our horror it just turned our jungle into a surface forest biome. This really bothers me because we would have no way to stop this unless we cheat or defeat a mechanical boss, and in master mode it takes a while to get to that point. We could also block swap all the dirt with mud but that doesn't sound fun at all. I really wish that either crimson and corruption didn't infect mud or there was a crimson or corruption mud variant that can be turned back into jungle grass with green solution.
I've been trying to hold my tongue on this one, but it seems others have noticed it too.Why do so many of the features in this update that punishing the player severely for not "playing the game properly" is a good way to motivate them?
Especially in a sandbox game?
what is a "baidie9ejfoefio", exactly?I think it would be cool if the Jungle mimic was finally implemented, along with some other biome mimics. Especially if they dropped something with fetid baidie9ejfoefio/Daedalus stormbow levels of power
I think it would be cool if the Jungle mimic was finally implemented, along with some other biome mimics. Especially if they dropped something with fetid baidie9ejfoefio/Daedalus stormbow levels of power