Sprites Some of my ideas: new items, new mechanics, new equipment...

Are these ideas good?

  • Yes.

    Votes: 88 90.7%
  • Needs more work.

    Votes: 8 8.2%
  • No.

    Votes: 1 1.0%

  • Total voters
    97
Well, yea, it's not really needed, but I always wanted 5 slots for ammo, because I always get at least 1 slot of my inventory occupied by ammo, so I added 5th coin, which is pretty good to be added, as I think
If that's your reasoning it makes a bit more sense. I don't have a problem with ammo slots, but that's probably mainly due to the fact that the ranged class is my least used class.

I believe, it should work exactly as normal trapdoors, they don't need any extra space below or above, when they're closed, so I think it should apply here too, effectively needed a sprite where it opens up instead of opening bottom.
Ok, yeah. Duh, I didn't think of that even after directly comparing it the trap door.

Well, already nerfed it a bit, anyway, in near-end-game, nothing is OP.
Yeah, but to me it's nothing, or everything depending on how you look at it, is OP post-Moon Lord instead.

Didn't know that there won't ever be throwing class. Though, there are already armors for it, maybe they will add it some day. All we need is a buff-station for that class, an emblem, some HM weapons to not render emblem useless in HM, and some accessories. In my view, I already have an emblem, boomerangs, scourge of corruptor, buff-station, so, the only left are more HM armors and accessories.
Point taken.

Backpacks are great, yea, but I always lack free space in my inventories, for example: I go to the dungeon with piggy only, and it immediatelly fills with loot, and as I usually don't die each 2 minutes, I have full inventories and need to drop all those magic rockets. Same goes for mining chlorophyte and looking for treasures in the jungle — always full safe, piggy and main inventory. Maybe that's just my problem and only I like to not teleport home each 20 mins to drop all the loot.
Also, I've created sprites first, just as chests, but then remade it to be portable storages, as we don't have any portable storages in hardmode.
I do have that problem, but that's part of the game.

Well, thanks for the reply :D
No prob.
 
I love the sprites, and the information behind them is also well said in my opinion. I have some problems with some of the suggestions though, but I guess anything could be added, so the problems don't really matter...
-All throwing weapons currently are consumables, the only exception are items like the bone glove, which just upgrades the original weapon really
-There is no support for hardmode throwing weapons at the moment, so the throwing emblem would have almost no use currently
-Changing the Scourge of the Corrupter means that corruption worlds will have no melee biome chest weapon
-There should be a way to purchase the inventory space additions from an npc, after it has been obtained at least once
-An accurate weapon that costs about four platinum, some pirate farming, and does 100 damage with a use time of seven is a bit unbalanced
-The Rhodium coin wallet will break PvP for any servers that can't ban that projectile (this doesn't matter so much)
-A majority of the boss damage in the end-game is done by projectiles, an 80% damage reduction to that damage is pretty over powered
-The paladin's armor is almost unusable if it negates every movement accessory, and still kind of under powered even if it doesn't
Anyways this is just what I thought of as I read the suggestions, no serious objections.
 
I love the sprites, and the information behind them is also well said in my opinion. I have some problems with some of the suggestions though, but I guess anything could be added, so the problems don't really matter...
Thanks! :D
I love the sprites, and the information behind them is also well said in my opinion. I have some problems with some of the suggestions though, but I guess anything could be added, so the problems don't really matter...
-All throwing weapons currently are consumables, the only exception are items like the bone glove, which just upgrades the original weapon really
-There is no support for hardmode throwing weapons at the moment, so the throwing emblem would have almost no use currently
-Changing the Scourge of the Corrupter means that corruption worlds will have no melee biome chest weapon
Actually, when you look on the Scourge of the Corruptor or Daybreak, they're actually "an infinite throwable spear", and throwable spears work better in throwing class, if there ever would be one, right? With that said, Boomerangs are also thrown at the enemy, and as Melee class is already highly overpowered (it's basically ranger class with smaller range), I think that those weapons could be throwing, instead of melee. Also, can't we have at least some diversity in chests? Crimson is an alternate Corruption, and if Shadow armor speeds you up, Crimson armor extends your regeneration. You see, they're are not mirrored versions of each other, they have some changes, so I think we can get rid of one of two Melee chests, and instead get a Thrower chest.
-There should be a way to purchase the inventory space additions from an npc, after it has been obtained at least once
The only NPC which sells portable storages is Merchant, either we add those two new portable storages to him, or we make them be droppable from Bosses, which has its pros and cons:
+ You won't be able to easily buy 40 slots for 1 platinum or something
- You would need to farm bosses for that (+ but anyway, I always kill Golem a dozen of times, same for mechanical bosses, so I think I'll get the item anyway.)
-An accurate weapon that costs about four platinum, some pirate farming, and does 100 damage with a use time of seven is a bit unbalanced
-The Rhodium coin wallet will break PvP for any servers that can't ban that projectile (this doesn't matter so much)
Coin gun could be overpowered by the game itself, and if you know how to farm money, you can get up to 200-300 platinum coins in Expert mode quite easily, which would allow you to use Coin Gun with 200 damage for some small amount of time, or 100 damage with longer amounts of time.
According to wiki, "Due to its high DPS, adding modifiers and damage boosters, it can reach over 2000 DPS"
So, if you can farm Rhodium coins, you can have a 500 damage weapon, and it still seems pretty balanced to me.
So, 100 damage with 4 platinum coins is pretty normal, but to get the coin gun, you may need to restart pirate invasion over and over, getting more and more money from the pirates.
-A majority of the boss damage in the end-game is done by projectiles, an 80% damage reduction to that damage is pretty over powered
It's already nerfed to 50% by SnailsAttack (see this yellow text in some parts of the main post?). Thing is, I don't know much about the balance, and I don't have modding experience to check if my numbers are too OP.
-The paladin's armor is almost unusable if it negates every movement accessory, and still kind of under powered even if it doesn't
It was thought as an ultimate tank armor for any class, so, if all your accessories are Warding like mine, then this should be good enough. Didn't know that this monstro could be underpowered, if you can suggest something about it, tell me, I'll add that to the thread (in yellow text, ofc).
Anyways this is just what I thought of as I read the suggestions, no serious objections.
Thanks for the feedback :D
 
Actually, when you look on the Scourge of the Corruptor or Daybreak, they're actually "an infinite throwable spear", and throwable spears work better in throwing class, if there ever would be one, right? With that said, Boomerangs are also thrown at the enemy, and as Melee class is already highly overpowered (it's basically ranger class with smaller range), I think that those weapons could be throwing, instead of melee. Also, can't we have at least some diversity in chests? Crimson is an alternate Corruption, and if Shadow armor speeds you up, Crimson armor extends your regeneration. You see, they're are not mirrored versions of each other, they have some changes, so I think we can get rid of one of two Melee chests, and instead get a Thrower chest.
Well, one of the most significant bonuses of the thrower class armor is a huge reduction to your consumable cost, and keeping every throwing class weapon a consumable makes it unique compared to ranged or melee. There are multiple throwing spears in the throwing class already, but none of them are infinite. The gear unique to both the crimson and corruption biome has always been melee based.
The only NPC which sells portable storages is Merchant, either we add those two new portable storages to him, or we make them be droppable from Bosses, which has its pros and cons:
+ You won't be able to easily buy 40 slots for 1 platinum or something
- You would need to farm bosses for that (+ but anyway, I always kill Golem a dozen of times, same for mechanical bosses, so I think I'll get the item anyway.)
The thing is it would really stink to lose access to your items, and it would make them no better than in a chest at spawn. I would guess the mechanic could sell the metal suitcase, and the Witch Doctor could sell the ancient crate, instead of mining up the lihzahrd temple.
Coin gun could be overpowered by the game itself, and if you know how to farm money, you can get up to 200-300 platinum coins in Expert mode quite easily, which would allow you to use Coin Gun with 200 damage for some small amount of time, or 100 damage with longer amounts of time.
According to wiki, "Due to its high DPS, adding modifiers and damage boosters, it can reach over 2000 DPS"
So, if you can farm Rhodium coins, you can have a 500 damage weapon, and it still seems pretty balanced to me.
So, 100 damage with 4 platinum coins is pretty normal, but to get the coin gun, you may need to restart pirate invasion over and over, getting more and more money from the pirates.
The coin gun has always been powerful, but has a really low incentive to be used at its highest potential, and an infinite source of ammo would remove that effect. You can actually get up to 10k dps on an immobile target in expert mode using the coin gun with platinum coins, gold coins are probably around 5k dps, which is really strong considering its melee counterpart is the cutlass and it is possible to obtain it at the start of hard-mode. Personally I think the unlimited ammo wallets should be limited to only the most basic ammo type, like the other infinite ammo sources.
It's already nerfed to 50% by SnailsAttack (see this yellow text in some parts of the main post?). Thing is, I don't know much about the balance, and I don't have modding experience to check if my numbers are too OP.
I would suggest removing the ability for it to negate damage from bosses, such as the moon lord, nothing else in the game is that strong even at 50%.
It was thought as an ultimate tank armor for any class, so, if all your accessories are Warding like mine, then this should be good enough. Didn't know that this monstro could be underpowered, if you can suggest something about it, tell me, I'll add that to the thread (in yellow text, ofc).
Does it just make the player walk slow, or does it remove the effects of movement accessories such as the frog leg, master ninja gear and wings? The set bonus is nice, even if it lowers the damage of the paladin's hammer to about 60%, but has lower defense and lower damage bonuses than each respective beetle armor set, and even though it is a compromise of something between the two it still might not be worth the costs.

None of these are really problems, but still the features suggested just don't fit in with how the game has been developed so far
 
Well, one of the most significant bonuses of the thrower class armor is a huge reduction to your consumable cost, and keeping every throwing class weapon a consumable makes it unique compared to ranged or melee. There are multiple throwing spears in the throwing class already, but none of them are infinite. The gear unique to both the crimson and corruption biome has always been melee based.
Well, I can say that if Melee weapons are able to shoot projectiles indefinitely (like having infinite mana or infinite ammo), so why a Thrower-class weapon couldn't do this too?

The thing is it would really stink to lose access to your items, and it would make them no better than in a chest at spawn. I would guess the mechanic could sell the metal suitcase, and the Witch Doctor could sell the ancient crate, instead of mining up the lihzahrd temple.
Never lost my piggy and safe, maybe that's because I don't play on mediumcore (either softcore expert or hardcore normal)

The coin gun has always been powerful, but has a really low incentive to be used at its highest potential, and an infinite source of ammo would remove that effect. You can actually get up to 10k dps on an immobile target in expert mode using the coin gun with platinum coins, gold coins are probably around 5k dps, which is really strong considering its melee counterpart is the cutlass and it is possible to obtain it at the start of hard-mode. Personally I think the unlimited ammo wallets should be limited to only the most basic ammo type, like the other infinite ammo sources.
Well, coin gun with 25 damage is effectively a useless weapon. That's why I created more infinite wallets just for it. I'm not asking about rocket III, or infinite chlorophy arrows, but Coin Gun is like an exception, it's hard to obtain (wiki says more than 60 pirate invasions may be needed), and it has too low base damage (25 with copper coins).
I would suggest removing the ability for it to negate damage from bosses, such as the moon lord, nothing else in the game is that strong even at 50%.
I think I can modify it to negate projectiles with a chance depending on damage of the projectile, for example, if it's 20 dmg projectile it is negated with 100% chance, but if it's 100 dmg projectile it is negated with 10% chance (but never less than 10%, or it can become useless)
Does it just make the player walk slow, or does it remove the effects of movement accessories such as the frog leg, master ninja gear and wings? The set bonus is nice, even if it lowers the damage of the paladin's hammer to about 60%, but has lower defense and lower damage bonuses than each respective beetle armor set, and even though it is a compromise of something between the two it still might not be worth the costs.
Actually, Paladin's armor only negates speed-modifying accessories, like boots, but doesn't negate wings, and any other type of movement, you can just sit in mount and go as fast as mount can, still saving all paladin's abilities. Armor is considered universal, providing bonuses for each class (which is good for me, as I'm mostly universal, using all types of weapons), but bonuses are smaller than of specialised armors for each class (You can't just go and wear both spectral, shroomite and bettle armors all together, right? :D).
None of these are really problems, but still the features suggested just don't fit in with how the game has been developed so far
Well, it doesn't matter if features don't "fit", but we still don't have a proper thrower class (and maybe won't ever get it), also, we don't have enough universal armors! :D
 
Well, I can say that if Melee weapons are able to shoot projectiles indefinitely (like having infinite mana or infinite ammo), so why a Thrower-class weapon couldn't do this too?
It would lose its unique aspects, the kind that the throwing armor features most of all, which what I pointed out most in my last reply.
Never lost my piggy and safe, maybe that's because I don't play on mediumcore (either softcore expert or hardcore normal)
If you did though... for any reason (not just difficulty) it would be nice if there was a way for your items stored in it to be available for use?
Well, coin gun with 25 damage is effectively a useless weapon. That's why I created more infinite wallets just for it. I'm not asking about rocket III, or infinite chlorophy arrows, but Coin Gun is like an exception, it's hard to obtain (wiki says more than 60 pirate invasions may be needed), and it has too low base damage (25 with copper coins).
25 damage as base damage for a weapon with a use time of 7 and high projectile speed isn't bad at all to begin with, and by using the greedy coin (an item that it has a very nice synergy with it in the current version and is also obtained from the pirate invasion) it can get even better for free. Why should the coin gun get that insane dps infinitely when other weapons at its tier do not?
I think I can modify it to negate projectiles with a chance depending on damage of the projectile, for example, if it's 20 dmg projectile it is negated with 100% chance, but if it's 100 dmg projectile it is negated with 10% chance (but never less than 10%, or it can become useless)
That is really smart, do whatever you think is best. Just remember the moon lord can't really deal damage outside of his projectile attacks
Actually, Paladin's armor only negates speed-modifying accessories, like boots, but doesn't negate wings, and any other type of movement, you can just sit in mount and go as fast as mount can, still saving all paladin's abilities. Armor is considered universal, providing bonuses for each class (which is good for me, as I'm mostly universal, using all types of weapons), but bonuses are smaller than of specialised armors for each class (You can't just go and wear both spectral, shroomite and bettle armors all together, right? :D).
Well, it doesn't matter if features don't "fit", but we still don't have a proper thrower class (and maybe won't ever get it), also, we don't have enough universal armors! :D
Alright, thanks for clarifying that for me, I couldn't tell otherwise. I guess it is alright for that a hybrid purpose like you mentioned. The thing is players can just switch to the armor they want to use instantly with the auto-pause feature, and gain stronger bonuses than what hybrid armor provides in any circumstance. I have no experience with it personally, I always keep my builds within one class type, unless its a summoner setup.
I do believe one of the lead developers mentioned there were no plans to continue work on the thrower class, and I think the thrower class armor was only added to switch all those ranged weapons to something more useful in the early game. Personally I would rather have all the kinks knocked out of the summoner class first, which hasn't happened for a long time now, but that is just my opinion.
 
It would lose its unique aspects, the kind that the throwing armor features most of all, which what I pointed out most in my last reply.
You keep ignoring the fact that there is Terrablade, and other projectile-firing Melee weapons. From my perspective, Melee weapons should remain melee, but then come these Ice Blade, Starfury, Terrablade... So is there any good reason to have all throwable weapons consumable? It still will be throwable, but just infinite. For me, compared to "infinite pistol", like Terrablde, it's the same thing. :)

If you did though... for any reason (not just difficulty) it would be nice if there was a way for your items stored in it to be available for use?
Point taken, I'll add your NPCs idea selling those items after bosses defeated instead of being dropped by those bosses.

25 damage as base damage for a weapon with a use time of 7 and high projectile speed isn't bad at all to begin with, and by using the greedy coin (an item that it has a very nice synergy with it in the current version and is also obtained from the pirate invasion) it can get even better for free. Why should the coin gun get that insane dps infinitely when other weapons at its tier do not?
I'll add explanation why I added additional wallets to the thread, but as I know exactly nothing about the balance... I'll leave the normal copper wallet the main one, and others like extra idea.

That is really smart, do whatever you think is best. Just remember the moon lord can't really deal damage outside of his projectile attacks
Okay, I'll modify the thread with this.

Alright, thanks for clarifying that for me, I couldn't tell otherwise. I guess it is alright for that a hybrid purpose like you mentioned. The thing is players can just switch to the armor they want to use instantly with the auto-pause feature, and gain stronger bonuses than what hybrid armor provides in any circumstance. I have no experience with it personally, I always keep my builds within one class type, unless its a summoner setup.
I never play singleplayer, so I can't use autopause, all my ideas are made from my perspective, didn't know that somebody can exploit armors with autopause.

I do believe one of the lead developers mention there were no plans to continue work on the thrower class any further, and I think the thrower class armor was only added to switch all those ranged weapons to something more useful in the early game. Personally I would rather have all the kinks knocked out of the summoner class first, but that is just my opinion.
And that's too bad that they're not going to continue working on thrower class. Well, maybe they'll change their opinion on this later. Anyway, we still have modders that could be interested in thrower class additions. :D
 
I don't know, I mean almost all of the ranged weapons consume ammo, I think all of the magic weapons consume mana, summoner minions cannot crit but automatically target enemies, melee has very high defense but otherwise lacks in damage, throwing has consistent damage but cannot get weapon modifiers. Each class has a unique drawback to its advantages, and the additions that allow players to circumnavigate those drawbacks also come at a cost, melee can only have comparable damage if it also sacrifices defense, such as mana potions inflicting mana sickness, and ranged being allowed only the most basic ammo in infinite reserves. Melee =/= throwing, despite the similar weapon styles between the two, they must keep their differences like the other classes have. Throwing was originally ranged anyways, but there was no early game armor to support the weapon type and has now been extended (it still isn't that good), similar to how summoning is an extension of the magic class (and still isn't that good)
That is why I ignored the Terrablade
 
I don't know, I mean almost all of the ranged weapons consume ammo, I think all of the magic weapons consume mana, summoner minions cannot crit but automatically target enemies, melee has very high defense but otherwise lacks in damage, throwing has consistent damage but cannot get weapon modifiers. Each class has a unique drawback to its advantages, and the additions that allow players to circumnavigate those drawbacks also come at a cost, melee can only have comparable damage if it also sacrifices defense, such as mana potions inflicting mana sickness, and ranged being allowed only the most basic ammo in infinite reserves. Melee =/= throwing, despite the similar weapon styles between the two, they must keep their differences like the other classes have. Throwing was originally ranged anyways, but there was no early game armor to support the weapon type and has now been extended (it still isn't that good), similar to how summoning is an extension of the magic class (and still isn't that good)
That is why I ignored the Terrablade
Melee in no way lacks in damage, it does some of the most damage in the game.
But your points are good.
 
Let me just say that you, sir, are a great spriter. Keep it up.
That said, I expect you'd like feedback on the suggestion itself. Let's see...
Rhodium Coin – adding another coin just to get another ammo slot? I'd say instead of two columns of five slots each, we could have a block of four coin slots and a block of six ammo slots.
Wooden Dart – maybe drop the stone. If you've got wood and stone, you can make arrows. In any case, the tip should be mad of the heavier material.
Endless Ammo – infinite rockets, darts and flares? Yes, yes and oh my god yes. Infinite gunnable coins? As has been said by others, the higher-leveled ones are probably OP, even for the price.
How about a right-click menu for the coin gun instead, where you can select to automatically convert certain higher-level coins in order to store more lower-level ammo in less space?

Sound Muffler, Hologram and Moon Altars; Guide to Gap Placement, Compass Divider, Protractor and Measuring Tape – more power to builders and map makers. Always great.

Throwing Emblem – maybe call it "Thrower's Emblem" instead.
Rock, Ninja Shuriken, Spik-ED1 Ball – sure, why not? Maybe replace the Ninja Shuriken with Kunai, since shuriken are already associated with ninja. Also, I'd call it SpiK-3 Ball.
Ninja Rack – I don't quite get your obsession with the Thrower class, but again, why not?
Scourge of the Corruptor and boomerangs – alright, this has been debated before, the Thrower's specialty is that their weapons don't come back, yadda yadda. I'll have to join the others around here that disagree with this idea.

Battle Preparation Table – convenience is good. Having multiple class buffs at once isn't that powerful though, so the time penalty isn't necessary IMO. Though it does feel a bit packed, maybe make it a tile wider?
Hardmode Workbench – I was always thinking we could use something like that, just couldn't think of a good use. You succeded where I failed.
Universal Crafting Stations – sounds tempting, having all crafting stations in one place, but like the Battle Preparation Table, the sprite feels pretty packed. Also, I'd group them differently:
  • "Blacksmith's Forge" (5×3): Furnace, Anvil, Sawmill, Heavy Work Bench
  • "Carpenter's Workshop" (5×3): Workbench, Table, Chair, Loom, Tinkerer's Workshop
  • "Scholar's Study" (4×4): Bookcase, Liquids, Alchemy Table, Imbuing Station, Crystal Ball
  • Uh... got nothin' (6×4): Blacksmith's Forge, Carpenter's Workshop, HM Workbench(es), Forge(s) and Anvil(s)
  • I know, these names suck (8×5): The last one + Scholar's Study, Autohammer and Ancient Manipulator
I left out the Hellforge, because a) it only has one additional recipe and b) it's upgraded to the HM Forge. The Dye Vat didn't really fit any of them, so I left it out. Also, I'd say we need both of the HM Workbenches, Forges and Anvils each, to pay for the convenience of getting everything in one station. Getting them shouldn't be a problem with crates.

Architect's Table – I don't really think this is necessary. The different furniture crafting stations are best used as decoration in their respective environments, and it's kind of unsettling to combine asphalt, meat and ale in the same place.
Sprite-wise, I'd make it a bit bigger and less like a shelf holding the machines than maybe a Frankenstein's monster-style mish-mush. Maybe take out the Keg, Blend-O-Matic and Meat Grinder and call it "Furnisher's Table" or something.

Minecart Track Gate – not exactly necessary, since intersections are already mechanisms, but it might be useful in some cases.
Minecart Switch Track – looks awesome for the mechanically not-as-inclined among us.
Come to think of it, Minecart Track Platforms that can be dropped through would be nice as well, so that you can just drop through to the other track instead of stopping at every intersection.

Warp Pad – probably shouldn't allow death markers, since that would defeat the purpose of mediumcore once you reach late Hardmode. Boss markers as well, since it should (in my opinion) be a device used for teleporting to allies. Also, it should take some time to use, like the Magic Mirror, and fail if the target is gone by then.
Unstable Crystal – not really necessary, you don't use Teleportation Potions that often. I'd remove the ability to teleport back and make it charge up (again, like the Magic Mirror). Also, I don't think it should grow, but maybe a fishing drop?
Portable Teleportation Device – again, I don't think it's necessary, but others may differ. I'd make it so that a left click teleports to the cursor and a right click opens a menu to select one of the other applications.

Automatic Fishing Reel – sounds nice. How is it obtained? If it's obtained as a reward for fishing quests like the Angler Earring, Tackle Box and High Test Fishing Line, it could be part of the Angler Tackle Bag.
Bubble Shield – why not give it its own "health" stat and make it absorb projectiles' damage until that is depleted and needs to regenerate? Maybe make the chance of absorption proportional to the amount of shield power remaining. That could make it balanced even against powerful bosses, since it wouldn't absorb as easily after the first (few) hit(s).
Frozen Shield – has been suggested multiple times already, and I'm still all for it. Does it stack with the regular Paladin Shield?
Magnetic Boots – maybe "Heavy Steel Boots" instead. Other than that, they're great.
Heart Amulet – not sure how this fits the pyramid. Also, not sure how useful/necessary is. No one will really use it unless they don't have enough accessories to fill their slots or plan on dying, and we don't want to encourage dying, do we?

Sabretooth – sounds good. Does it get the damage increase from the ammo it consumes?
Paladin's Armor – I'm not sure if we need a universal armor and how well it would work. Especially with the fact that it changes the Paladin Hammer's mechanic, you might want to rework this into a melee armor.
Mechanic's Hook – I love it. Also, builders will thank you.
Plantera's Mount – essentially a UFO mount that deals damage in random locations around the player? I'd rather make a grappling hook that can shoot its hooks through blocks to latch to any walls and allows the player to move around a bit. Also, I'd make it an upgrade of the Thorn Hook, maybe throw the Mechanic's Hook into the mix too.

Pulley modifications – instead of a new item and a new slot, why not just change the way sideways movement works while there are no intersections?
Animated buffs – looks nice. Maybe with an option to turn it off, in case people are distracted by it.
Additional slots – dedicated slots for Quick Heal/Mana sound nice.

Backpacks – the way Terraria already works, this would probably be a hassle to implement. For quickly switching inventories, there could be another button "Exchange Items" when browsing a chest. For Mediumcore, the game (or, in Multiplayer, the client that dropped the items) could remember which slot held which item and, when picking the items up again, put them into that slot (if it's empty).
There. Feels like I just wrote a whole new suggestion.
 
Let me just say that you, sir, are a great spriter. Keep it up.
That said, I expect you'd like feedback on the suggestion itself. Let's see...
Rhodium Coin – adding another coin just to get another ammo slot? I'd say instead of two columns of five slots each, we could have a block of four coin slots and a block of six ammo slots.
Wooden Dart – maybe drop the stone. If you've got wood and stone, you can make arrows. In any case, the tip should be mad of the heavier material.
Endless Ammo – infinite rockets, darts and flares? Yes, yes and oh my god yes. Infinite gunnable coins? As has been said by others, the higher-leveled ones are probably OP, even for the price.
How about a right-click menu for the coin gun instead, where you can select to automatically convert certain higher-level coins in order to store more lower-level ammo in less space?

Sound Muffler, Hologram and Moon Altars; Guide to Gap Placement, Compass Divider, Protractor and Measuring Tape – more power to builders and map makers. Always great.

Throwing Emblem – maybe call it "Thrower's Emblem" instead.
Rock, Ninja Shuriken, Spik-ED1 Ball – sure, why not? Maybe replace the Ninja Shuriken with Kunai, since shuriken are already associated with ninja. Also, I'd call it SpiK-3 Ball.
Ninja Rack – I don't quite get your obsession with the Thrower class, but again, why not?
Scourge of the Corruptor and boomerangs – alright, this has been debated before, the Thrower's specialty is that their weapons don't come back, yadda yadda. I'll have to join the others around here that disagree with this idea.

Battle Preparation Table – convenience is good. Having multiple class buffs at once isn't that powerful though, so the time penalty isn't necessary IMO. Though it does feel a bit packed, maybe make it a tile wider?
Hardmode Workbench – I was always thinking we could use something like that, just couldn't think of a good use. You succeded where I failed.
Universal Crafting Stations – sounds tempting, having all crafting stations in one place, but like the Battle Preparation Table, the sprite feels pretty packed. Also, I'd group them differently:
  • "Blacksmith's Forge" (5×3): Furnace, Anvil, Sawmill, Heavy Work Bench
  • "Carpenter's Workshop" (5×3): Workbench, Table, Chair, Loom, Tinkerer's Workshop
  • "Scholar's Study" (4×4): Bookcase, Liquids, Alchemy Table, Imbuing Station, Crystal Ball
  • Uh... got nothin' (6×4): Blacksmith's Forge, Carpenter's Workshop, HM Workbench(es), Forge(s) and Anvil(s)
  • I know, these names suck (8×5): The last one + Scholar's Study, Autohammer and Ancient Manipulator
I left out the Hellforge, because a) it only has one additional recipe and b) it's upgraded to the HM Forge. The Dye Vat didn't really fit any of them, so I left it out. Also, I'd say we need both of the HM Workbenches, Forges and Anvils each, to pay for the convenience of getting everything in one station. Getting them shouldn't be a problem with crates.

Architect's Table – I don't really think this is necessary. The different furniture crafting stations are best used as decoration in their respective environments, and it's kind of unsettling to combine asphalt, meat and ale in the same place.
Sprite-wise, I'd make it a bit bigger and less like a shelf holding the machines than maybe a Frankenstein's monster-style mish-mush. Maybe take out the Keg, Blend-O-Matic and Meat Grinder and call it "Furnisher's Table" or something.

Minecart Track Gate – not exactly necessary, since intersections are already mechanisms, but it might be useful in some cases.
Minecart Switch Track – looks awesome for the mechanically not-as-inclined among us.
Come to think of it, Minecart Track Platforms that can be dropped through would be nice as well, so that you can just drop through to the other track instead of stopping at every intersection.

Warp Pad – probably shouldn't allow death markers, since that would defeat the purpose of mediumcore once you reach late Hardmode. Boss markers as well, since it should (in my opinion) be a device used for teleporting to allies. Also, it should take some time to use, like the Magic Mirror, and fail if the target is gone by then.
Unstable Crystal – not really necessary, you don't use Teleportation Potions that often. I'd remove the ability to teleport back and make it charge up (again, like the Magic Mirror). Also, I don't think it should grow, but maybe a fishing drop?
Portable Teleportation Device – again, I don't think it's necessary, but others may differ. I'd make it so that a left click teleports to the cursor and a right click opens a menu to select one of the other applications.

Automatic Fishing Reel – sounds nice. How is it obtained? If it's obtained as a reward for fishing quests like the Angler Earring, Tackle Box and High Test Fishing Line, it could be part of the Angler Tackle Bag.
Bubble Shield – why not give it its own "health" stat and make it absorb projectiles' damage until that is depleted and needs to regenerate? Maybe make the chance of absorption proportional to the amount of shield power remaining. That could make it balanced even against powerful bosses, since it wouldn't absorb as easily after the first (few) hit(s).
Frozen Shield – has been suggested multiple times already, and I'm still all for it. Does it stack with the regular Paladin Shield?
Magnetic Boots – maybe "Heavy Steel Boots" instead. Other than that, they're great.
Heart Amulet – not sure how this fits the pyramid. Also, not sure how useful/necessary is. No one will really use it unless they don't have enough accessories to fill their slots or plan on dying, and we don't want to encourage dying, do we?

Sabretooth – sounds good. Does it get the damage increase from the ammo it consumes?
Paladin's Armor – I'm not sure if we need a universal armor and how well it would work. Especially with the fact that it changes the Paladin Hammer's mechanic, you might want to rework this into a melee armor.
Mechanic's Hook – I love it. Also, builders will thank you.
Plantera's Mount – essentially a UFO mount that deals damage in random locations around the player? I'd rather make a grappling hook that can shoot its hooks through blocks to latch to any walls and allows the player to move around a bit. Also, I'd make it an upgrade of the Thorn Hook, maybe throw the Mechanic's Hook into the mix too.

Pulley modifications – instead of a new item and a new slot, why not just change the way sideways movement works while there are no intersections?
Animated buffs – looks nice. Maybe with an option to turn it off, in case people are distracted by it.
Additional slots – dedicated slots for Quick Heal/Mana sound nice.

Backpacks – the way Terraria already works, this would probably be a hassle to implement. For quickly switching inventories, there could be another button "Exchange Items" when browsing a chest. For Mediumcore, the game (or, in Multiplayer, the client that dropped the items) could remember which slot held which item and, when picking the items up again, put them into that slot (if it's empty).
There. Feels like I just wrote a whole new suggestion.

the sprites are so good that it drives you to write a whole review
 
Let me just say that you, sir, are a great spriter. Keep it up.
That said, I expect you'd like feedback on the suggestion itself. Let's see...
Rhodium Coin – adding another st to get another ammo slot? I'd say instead of two columns of five slots each, we could have a block of four coin slots and a block of six ammo slots.
Wooden Dart – maybe drop the stone. If you've got wood and stone, you can make arrows. In any case, the tip should be mad of the heavier material.
Endless Ammo – infinite rockets, darts and flares? Yes, yes and oh my god yes. Infinite gunnable coins? As has been said by others, the higher-leveled ones are probably OP, even for the price.
How about a right-click menu for the coin gun instead, where you can select to automatically convert certain higher-level coins in order to store more lower-level ammo in less space?

Sound Muffler, Hologram and Moon Altars; Guide to Gap Placement, Compass Divider, Protractor and Measuring Tape – more power to builders and map makers. Always great.

Throwing Emblem – maybe call it "Thrower's Emblem" instead.
Rock, Ninja Shuriken, Spik-ED1 Ball – sure, why not? Maybe replace the Ninja Shuriken with Kunai, since shuriken are already associated with ninja. Also, I'd call it SpiK-3 Ball.
Ninja Rack – I don't quite get your obsession with the Thrower class, but again, why not?
Scourge of the Corruptor and boomerangs – alright, this has been debated before, the Thrower's specialty is that their weapons don't come back, yadda yadda. I'll have to join the others around here that disagree with this idea.

Battle Preparation Table – convenience is good. Having multiple class buffs at once isn't that powerful though, so the time penalty isn't necessary IMO. Though it does feel a bit packed, maybe make it a tile wider?
Hardmode Workbench – I was always thinking we could use something like that, just couldn't think of a good use. You succeded where I failed.
Universal Crafting Stations – sounds tempting, having all crafting stations in one place, but like the Battle Preparation Table, the sprite feels pretty packed. Also, I'd group them differently:
  • "Blacksmith's Forge" (5×3): Furnace, Anvil, Sawmill, Heavy Work Bench
  • "Carpenter's Workshop" (5×3): Workbench, Table, Chair, Loom, Tinkerer's Workshop
  • "Scholar's Study" (4×4): Bookcase, Liquids, Alchemy Table, Imbuing Station, Crystal Ball
  • Uh... got nothin' (6×4): Blacksmith's Forge, Carpenter's Workshop, HM Workbench(es), Forge(s) and Anvil(s)
  • I know, these names suck (8×5): The last one + Scholar's Study, Autohammer and Ancient Manipulator
I left out the Hellforge, because a) it only has one additional recipe and b) it's upgraded to the HM Forge. The Dye Vat didn't really fit any of them, so I left it out. Also, I'd say we need both of the HM Workbenches, Forges and Anvils each, to pay for the convenience of getting everything in one station. Getting them shouldn't be a problem with crates.

Architect's Table – I don't really think this is necessary. The different furniture crafting stations are best used as decoration in their respective environments, and it's kind of unsettling to combine asphalt, meat and ale in the same place.
Sprite-wise, I'd make it a bit bigger and less like a shelf holding the machines than maybe a Frankenstein's monster-style mish-mush. Maybe take out the Keg, Blend-O-Matic and Meat Grinder and call it "Furnisher's Table" or something.

Minecart Track Gate – not exactly necessary, since intersections are already mechanisms, but it might be useful in some cases.
Minecart Switch Track – looks awesome for the mechanically not-as-inclined among us.
Come to think of it, Minecart Track Platforms that can be dropped through would be nice as well, so that you can just drop through to the other track instead of stopping at every intersection.

Warp Pad – probably shouldn't allow death markers, since that would defeat the purpose of mediumcore once you reach late Hardmode. Boss markers as well, since it should (in my opinion) be a device used for teleporting to allies. Also, it should take some time to use, like the Magic Mirror, and fail if the target is gone by then.
Unstable Crystal – not really necessary, you don't use Teleportation Potions that often. I'd remove the ability to teleport back and make it charge up (again, like the Magic Mirror). Also, I don't think it should grow, but maybe a fishing drop?
Portable Teleportation Device – again, I don't think it's necessary, but others may differ. I'd make it so that a left click teleports to the cursor and a right click opens a menu to select one of the other applications.

Automatic Fishing Reel – sounds nice. How is it obtained? If it's obtained as a reward for fishing quests like the Angler Earring, Tackle Box and High Test Fishing Line, it could be part of the Angler Tackle Bag.
Bubble Shield – why not give it its own "health" stat and make it absorb projectiles' damage until that is depleted and needs to regenerate? Maybe make the chance of absorption proportional to the amount of shield power remaining. That could make it balanced even against powerful bosses, since it wouldn't absorb as easily after the first (few) hit(s).
Frozen Shield – has been suggested multiple times already, and I'm still all for it. Does it stack with the regular Paladin Shield?
Magnetic Boots – maybe "Heavy Steel Boots" instead. Other than that, they're great.
Heart Amulet – not sure how this fits the pyramid. Also, not sure how useful/necessary is. No one will really use it unless they don't have enough accessories to fill their slots or plan on dying, and we don't want to encourage dying, do we?

Sabretooth – sounds good. Does it get the damage increase from the ammo it consumes?
Paladin's Armor – I'm not sure if we need a universal armor and how well it would work. Especially with the fact that it changes the Paladin Hammer's mechanic, you might want to rework this into a melee armor.
Mechanic's Hook – I love it. Also, builders will thank you.
Plantera's Mount – essentially a UFO mount that deals damage in random locations around the player? I'd rather make a grappling hook that can shoot its hooks through blocks to latch to any walls and allows the player to move around a bit. Also, I'd make it an upgrade of the Thorn Hook, maybe throw the Mechanic's Hook into the mix too.

Pulley modifications – instead of a new item and a new slot, why not just change the way sideways movement works while there are no intersections?
Animated buffs – looks nice. Maybe with an option to turn it off, in case people are distracted by it.
Additional slots – dedicated slots for Quick Heal/Mana sound nice.

Backpacks – the way Terraria already works, this would probably be a hassle to implement. For quickly switching inventories, there could be another button "Exchange Items" when browsing a chest. For Mediumcore, the game (or, in Multiplayer, the client that dropped the items) could remember which slot held which item and, when picking the items up again, put them into that slot (if it's empty).
There. Feels like I just wrote a whole new suggestion.
That's a pretty good feedback! Too bad I can't answer on it right now, and can't change the thread, as my PC is down. Though, I want to say thanks for mentioning that sprites are good and for this review. Maybe later I'll try to remake compact station designs, though, I like my most compact station as it is now :D
 
Wow! you're sprites and ideas are so cool:)
can I use them for my mod though?
Thanks! Though, I'm afraid that I cannot allow you to use my sprites in your mod. Because, you don't even have one at the moment. I once helped one guy with sprites for his mod, but then he said that he has only started learning modding, which isn't good for me. Even I can program basic mods and modify Terraria itself. So, go learn programming, make a mod example, show it to me and let me reconsider my permission.
 
in general: awesome idea! sprites look good, and it seems well thought out.

however, I have an issue with your idea for boomerangs, and scourge of the corruptor.
-For the scourge, melee needs that. if your playing a world, and doing melee, your won't have a biome chest.(yes i know you could just go to a different world, but some people like single-world playthroughs). maybe instead of changing its 'type', we could make an underworld chest with a throwing item inside. 1:the underworld is a big part of the game, which makes my wonder why it doesn't have a chest. 2: throwing can get a new unique weapon. 3: no-one will get mad.
-For boomerangs.. they're a big part of a melee play through. they're (basically) the only long ranged melee weapon you can get pre hardmode (and some of the best long range ones you can get in hardmode), and its one of those things that would make a REALLY big difference to the game. boomerangs have ben in the game before hardmode, and crimson, and to change them now, wouldn't be a good thing.
 
Let me just say that you, sir, are a great spriter. Keep it up.
That said, I expect you'd like feedback on the suggestion itself. Let's see...
Rhodium Coin – adding another coin just to get another ammo slot? I'd say instead of two columns of five slots each, we could have a block of four coin slots and a block of six ammo slots.
Wooden Dart – maybe drop the stone. If you've got wood and stone, you can make arrows. In any case, the tip should be mad of the heavier material.
Endless Ammo – infinite rockets, darts and flares? Yes, yes and oh my god yes. Infinite gunnable coins? As has been said by others, the higher-leveled ones are probably OP, even for the price.
How about a right-click menu for the coin gun instead, where you can select to automatically convert certain higher-level coins in order to store more lower-level ammo in less space?
Rhodium coin is just a small idea, as of what a fifth coin could look like, with color, animation and name.
About Wooden Dart... well, maybe it's better to drop the stone, but what else can we put there? Maybe pure clay? :D
Endless Ammo is always good, but as already stated in the main post, the main idea for coins is only Endless Copper Coins, other types are secondary idea, which nobody besides me likes...
A right-click menu could be good, I'll see what I can make from it for my other thread (Grand design menus for other tools).
Sound Muffler, Hologram and Moon Altars; Guide to Gap Placement, Compass Divider, Protractor and Measuring Tape – more power to builders and map makers. Always great.

Throwing Emblem – maybe call it "Thrower's Emblem" instead.
Rock, Ninja Shuriken, Spik-ED1 Ball – sure, why not? Maybe replace the Ninja Shuriken with Kunai, since shuriken are already associated with ninja. Also, I'd call it SpiK-3 Ball.
Ninja Rack – I don't quite get your obsession with the Thrower class, but again, why not?
Scourge of the Corruptor and boomerangs – alright, this has been debated before, the Thrower's specialty is that their weapons don't come back, yadda yadda. I'll have to join the others around here that disagree with this idea.
I'll put a second name to the Throwing emblem. And I'll change the name of Spik-ED1 Ball, your variant is waaaaaaaaay better!
My shuriken is sure better, than the original one, and for kunai analog we already have throwing knives.
Eh, nobody likes the change of Scourge of the Corruptor and boomerangs. I, instead, dislike melee-ranged weapons like Terrablade, for example... Well, got nothing to say on this.

Battle Preparation Table – convenience is good. Having multiple class buffs at once isn't that powerful though, so the time penalty isn't necessary IMO. Though it does feel a bit packed, maybe make it a tile wider?
Hardmode Workbench – I was always thinking we could use something like that, just couldn't think of a good use. You succeded where I failed.
Universal Crafting Stations – sounds tempting, having all crafting stations in one place, but like the Battle Preparation Table, the sprite feels pretty packed. Also, I'd group them differently:
  • "Blacksmith's Forge" (5×3): Furnace, Anvil, Sawmill, Heavy Work Bench
  • "Carpenter's Workshop" (5×3): Workbench, Table, Chair, Loom, Tinkerer's Workshop
  • "Scholar's Study" (4×4): Bookcase, Liquids, Alchemy Table, Imbuing Station, Crystal Ball
  • Uh... got nothin' (6×4): Blacksmith's Forge, Carpenter's Workshop, HM Workbench(es), Forge(s) and Anvil(s)
  • I know, these names suck (8×5): The last one + Scholar's Study, Autohammer and Ancient Manipulator
I left out the Hellforge, because a) it only has one additional recipe and b) it's upgraded to the HM Forge. The Dye Vat didn't really fit any of them, so I left it out. Also, I'd say we need both of the HM Workbenches, Forges and Anvils each, to pay for the convenience of getting everything in one station. Getting them shouldn't be a problem with crates.

Architect's Table – I don't really think this is necessary. The different furniture crafting stations are best used as decoration in their respective environments, and it's kind of unsettling to combine asphalt, meat and ale in the same place.
Sprite-wise, I'd make it a bit bigger and less like a shelf holding the machines than maybe a Frankenstein's monster-style mish-mush. Maybe take out the Keg, Blend-O-Matic and Meat Grinder and call it "Furnisher's Table" or something.
Maybe I'll try to remake the sprite of Battle Preparation Table.
About universal crafting stations... Well, I like the way it looks, if I'd try to remake it, it may look worse than it looks now. This highly depends on inspiration. Same goes for your variants of packages.
Hellforge was used by me, because I wanted UCS to be upgradeable four three times: pre-HM, HM, post-HM.
Architect's table was created only because I was still inspired by the look of my UCS, but I think I failed on it XD
ofc, you can try to recreate the sprite into "Frankenstein's monster-style mish-mush", I can't even imagine how it may look like.

Minecart Track Gate – not exactly necessary, since intersections are already mechanisms, but it might be useful in some cases.
Minecart Switch Track – looks awesome for the mechanically not-as-inclined among us.
Come to think of it, Minecart Track Platforms that can be dropped through would be nice as well, so that you can just drop through to the other track instead of stopping at every intersection.
Yea, it's bad that we can't just drop through tracks. Also, Switch Track doesn't "stop" you that much, if you keep UP key, before the intersection, it will automatically push you on top track, without stopping.

Warp Pad – probably shouldn't allow death markers, since that would defeat the purpose of mediumcore once you reach late Hardmode. Boss markers as well, since it should (in my opinion) be a device used for teleporting to allies. Also, it should take some time to use, like the Magic Mirror, and fail if the target is gone by then.
Unstable Crystal – not really necessary, you don't use Teleportation Potions that often. I'd remove the ability to teleport back and make it charge up (again, like the Magic Mirror). Also, I don't think it should grow, but maybe a fishing drop?
Portable Teleportation Device – again, I don't think it's necessary, but others may differ. I'd make it so that a left click teleports to the cursor and a right click opens a menu to select one of the other applications.
I think, that Warp pad is pretty much End-Game (post-Golem) to allow everything. Even if it "defeats the purpose of mediumcore", you still need to farm martians for it.
As for Unstable Crystal, I actually like to use Teleportation potions often :D And as a crystal it must grow, I don't like fishing at all, it's too RNG.
PTD is like universal solution to teleportation problems, and that's all, maybe a Grand Design - like menu would be good.

Automatic Fishing Reel – sounds nice. How is it obtained? If it's obtained as a reward for fishing quests like the Angler Earring, Tackle Box and High Test Fishing Line, it could be part of the Angler Tackle Bag.
Bubble Shield – why not give it its own "health" stat and make it absorb projectiles' damage until that is depleted and needs to regenerate? Maybe make the chance of absorption proportional to the amount of shield power remaining. That could make it balanced even against powerful bosses, since it wouldn't absorb as easily after the first (few) hit(s).
Frozen Shield – has been suggested multiple times already, and I'm still all for it. Does it stack with the regular Paladin Shield?
Magnetic Boots – maybe "Heavy Steel Boots" instead. Other than that, they're great.
Heart Amulet – not sure how this fits the pyramid. Also, not sure how useful/necessary is. No one will really use it unless they don't have enough accessories to fill their slots or plan on dying, and we don't want to encourage dying, do we?
Automatic Fishing Reel is obtained through quests ofc, idk why I didn't write that in the main post...
Shields are good, and waaay before the idea for Bubble Shield, I already had sprited Shield-points, later I'll think on this more.
Frozen Shield is good, indeed. It doesn't stack with Paladin's Shield, this would give 50% damage from allies to the wearer, and with Paladin's armor it would give 75% of damage, which would be too much.
Eh, another random idea is my Heart Amulet, Pyramid just had not enough items, so I've put it there.

Sabretooth – sounds good. Does it get the damage increase from the ammo it consumes?
Paladin's Armor – I'm not sure if we need a universal armor and how well it would work. Especially with the fact that it changes the Paladin Hammer's mechanic, you might want to rework this into a melee armor.
Mechanic's Hook – I love it. Also, builders will thank you.
Plantera's Mount – essentially a UFO mount that deals damage in random locations around the player? I'd rather make a grappling hook that can shoot its hooks through blocks to latch to any walls and allows the player to move around a bit. Also, I'd make it an upgrade of the Thorn Hook, maybe throw the Mechanic's Hook into the mix too.
Sabretooth indeed depends on the type of bullets it consumes, the same way as Pulse Bow, and other modifier-bows do.
I like Paladin's armor as universal one more than melee (as in my original idea), because I'm universalist in weapons, and we don't have any universal armors in HM.
Plantera's hook works only underground, so it's not the same as UFO mount.

Pulley modifications – instead of a new item and a new slot, why not just change the way sideways movement works while there are no intersections?
Animated buffs – looks nice. Maybe with an option to turn it off, in case people are distracted by it.
Additional slots – dedicated slots for Quick Heal/Mana sound nice.
Why if minecarts have their own slot, pulleys can't have one?
Animated buffs is only the part of idea on those buff icons...
I always wanted those mana/health slots, as those potions use 4-6 slots of my inventory, and way more when I farm bosses. :D

Backpacks – the way Terraria already works, this would probably be a hassle to implement. For quickly switching inventories, there could be another button "Exchange Items" when browsing a chest. For Mediumcore, the game (or, in Multiplayer, the client that dropped the items) could remember which slot held which item and, when picking the items up again, put them into that slot (if it's empty).
the Game could remember, right. But why not make this "remembering" look better? Not like game feature, but as an item? The same way like all those rulers and mechanical lenses work — developers could implement all those buttons without new items, just as a game feture, but for me, it's better as it is now.

There. Feels like I just wrote a whole new suggestion.
And I want to thank you for that :D
 
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