Sora_92
Terrarian
@Coleyohley
Those builds are pretty awesome!
I think though, looking at old worlds we would naturally run into that happiness system ruined them. Exactly because sheer convinience made players usually build a large central base, and all NPCs were in one place, for easy access to everything - and they were wiped out alltogether too, when the pirates paid a visit, or a stray mothron decided to lay some eggs in your base...
I think, we should look at the issue more regarding new maps. Old maps of course have a place in our hearts, as they're often memorable due to the adventures of their respective playthrough, but in the pre-1.4 era, almost everyone built one big central base, simply because of convinience. But now in the 1.4 era, things are kind of different. So, I think, we should compare 1.4 maps with 1.4 maps, and not with older maps.
In a way, the "big central base" thing was "forced" on the player too, due to convinience. because if you would wanted to spread out your NPCs more, you would been "punished" by the game in the way, that you would have to walk half the map, just to get your items reforged, or something. So, most players naturally placed NPCs in a large central base, because that was convinient. - of course, if you wanted to build an awesome central base just because of awesome build ideas, then it's not only just about convinience, but in most players' cases, I think the main factor was convinience.
By the way, thinking about the whole "let's get rid of the punishments but keep the bonuses", what would likely happen? wouldn't people eventually complain like "I want the bonuses too, but I just wanna place my NPCs the way I want, because don't tell me how to place them, in a "sandbox" game!" Wouldn't that likely to happen? or I think there were people saying stuff like that before too. because there always would be people who think "no bonus = punishment".
In the end of the day though, the higher prices are mostly only a problem very early game - before you could easily farm some bosses or other stuff for money - and later only a few very specific expensive stuff, like the clemtaminator. most other cases, the prices doesn't seem to matter a real lot, but it might be just my opinion.
Those builds are pretty awesome!
I think though, looking at old worlds we would naturally run into that happiness system ruined them. Exactly because sheer convinience made players usually build a large central base, and all NPCs were in one place, for easy access to everything - and they were wiped out alltogether too, when the pirates paid a visit, or a stray mothron decided to lay some eggs in your base...
I think, we should look at the issue more regarding new maps. Old maps of course have a place in our hearts, as they're often memorable due to the adventures of their respective playthrough, but in the pre-1.4 era, almost everyone built one big central base, simply because of convinience. But now in the 1.4 era, things are kind of different. So, I think, we should compare 1.4 maps with 1.4 maps, and not with older maps.
In a way, the "big central base" thing was "forced" on the player too, due to convinience. because if you would wanted to spread out your NPCs more, you would been "punished" by the game in the way, that you would have to walk half the map, just to get your items reforged, or something. So, most players naturally placed NPCs in a large central base, because that was convinient. - of course, if you wanted to build an awesome central base just because of awesome build ideas, then it's not only just about convinience, but in most players' cases, I think the main factor was convinience.
By the way, thinking about the whole "let's get rid of the punishments but keep the bonuses", what would likely happen? wouldn't people eventually complain like "I want the bonuses too, but I just wanna place my NPCs the way I want, because don't tell me how to place them, in a "sandbox" game!" Wouldn't that likely to happen? or I think there were people saying stuff like that before too. because there always would be people who think "no bonus = punishment".
In the end of the day though, the higher prices are mostly only a problem very early game - before you could easily farm some bosses or other stuff for money - and later only a few very specific expensive stuff, like the clemtaminator. most other cases, the prices doesn't seem to matter a real lot, but it might be just my opinion.