Weapons & Equip Movement accessories balancing

muovd🌳

Official Terrarian
Movement accessories are very frustrating to get when you just start your world. The first thing you want to get are Hermes boots and a cloud in a bottle, but you get 2 magic mirrors, 2 maces and 2 shoe spikes instead. This can be fixed by making the first 2 golden chests that you open always have a cloud in a bottle in the first and Hermes boots in the second chest. This will make the pre-boss stage much more enjoyable and quick, now that you don't have to search for chests at base speed without a double jump. If this seems too broken, this could also be a new feature of the Celebration Mk10 seed.
Shoe Spikes: For a gold chest item, this accessory is underpowered, as it does the same as the climbing claws, which are a surface chest item. The shoe spikes could be moved to the surface chest pool. Another way to balance it would be to increase the player's running acceleration when on the ground. This would make it useful as a gold chest item and make it different from the climbing claws in utility.
 
How do you make sure they specifically spawn on the "first" and "second" golden chests? What even count as those?
 
RNG is what makes every playthrough different from each other, the satisfaction you get when you finally find the item you want is a big part of what makes the early game unique, basically starting out with the 2 best items you can get ruins that whole feeling

you can make an argument that movement in this game is too reliant on certain key items but not like this, man. RNG is not bad for the game
 
How do you make sure they specifically spawn on the "first" and "second" golden chests? What even count as those?
A mechanic like how the first shadow orb you smash will always have a musket. The primary loot of the chest would be overwritten by the cloud in a bottle and Hermes boots, for the first two chests you open.
 
RNG is what makes every playthrough different from each other, the satisfaction you get when you finally find the item you want is a big part of what makes the early game unique, basically starting out with the 2 best items you can get ruins that whole feeling

you can make an argument that movement in this game is too reliant on certain key items but not like this, man. RNG is not bad for the game
Yet you do not start out with it right away, you still have to go looking for the chests. I have had a playthrough where I could not find hermes boots in 12 opened chests. That is just not fun. There should at least be a guarantee that you will find one in the first 5 chests you open. Fishing for these items is also not fun and very slow.
 
A mechanic like how the first shadow orb you smash will always have a musket. The primary loot of the chest would be overwritten by the cloud in a bottle and Hermes boots, for the first two chests you open.
not sure that'd work? shadow orb loot is calculated when you break the orb, but chest loot is generated when the world is created (ie it's not calculated upon opening the chest, so not the same as shadow orb)
 
The fun part of open a chest is don't know what are inside of it

Maybe you find what are you looking for
Or
Maybe you find 5 Hermes Boots repeatedly

You don't know and that is fun
 
Movement accessories are very frustrating to get when you just start your world. The first thing you want to get are Hermes boots and a cloud in a bottle, but you get 2 magic mirrors, 2 maces and 2 shoe spikes instead. This can be fixed by making the first 2 golden chests that you open always have a cloud in a bottle in the first and Hermes boots in the second chest. This will make the pre-boss stage much more enjoyable and quick, now that you don't have to search for chests at base speed without a double jump. If this seems too broken, this could also be a new feature of the Celebration Mk10 seed.
Shoe Spikes: For a gold chest item, this accessory is underpowered, as it does the same as the climbing claws, which are a surface chest item. The shoe spikes could be moved to the surface chest pool. Another way to balance it would be to increase the player's running acceleration when on the ground. This would make it useful as a gold chest item and make it different from the climbing claws in utility.
How about you get nothing?

Not trying to be an :red: I'm just saying it would be more enjoyable if you get actually nothing right at first and you really get to appreciate it once you actually find them.

How about not being able to reproduce them until you've learned how to make them properly.

Just saying man. Of all the things to complain about...

I suppose I can understand if it was a problem with common sense, logic, if it was reasonable, if it was rational. It's just not a big problem.

I originally look at this post thinking that someone would have a rework of the movement items because it seems to be a bit, broken at times. Not unusual just the flow seems broken and I'm not sure how or why and I don't know how to fix it if I don't know how or why.
 
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