Flubman
Terrarian
Many aspects of NPC happiness are good. The new pylons are a godsend, particularly for large worlds. There's also a cool puzzle-solving aspect to it that's unlike anything else in Terraria. Lastly, it gives the NPCs some welcome characterization.
However, the fact that not building a certain way can drastically increase prices is a problem, especially since they nerfed certain kinds of (admittedly overpowered) money farms. Terraria has always had sandbox building elements which have been improved with every content update. To punish players for utilizing these elements in ways the game doesn't like is unfair and mars a lot of the game's appeal. Furthermore, it makes the game grindier for people who don't want to build a certain way, which flies in the face of what's supposed to be a QoL-improving update.
I can think of three good solutions to this:
Here's a link to my post on Reddit.
Edit: added a poll and changed the link to a hyperlink
Edit 2: 1.4.0.4 fixed the Skeleton Merchant and the Traveling Merchant being affected by happiness.
However, the fact that not building a certain way can drastically increase prices is a problem, especially since they nerfed certain kinds of (admittedly overpowered) money farms. Terraria has always had sandbox building elements which have been improved with every content update. To punish players for utilizing these elements in ways the game doesn't like is unfair and mars a lot of the game's appeal. Furthermore, it makes the game grindier for people who don't want to build a certain way, which flies in the face of what's supposed to be a QoL-improving update.
I can think of three good solutions to this:
- Increase the threshold of the number of nearby NPCs that lowers happiness to at least four. I know that people say three's a crowd, but making an NPC unhappy just because they have more than two other NPCs near them is a bit ridiculous.
- Lower the cap on the maximum, happiness-related price increase. Even lowering the maximum price modifier to something as high as 125% would be well-appreciated.
- The best solution would be to remove happiness-based price increases altogether. This way, players would be incentivized to build the way the game wants through pylons and lowered prices while still allowing for other building methods without punishing the player. With this solution, the happiness system would basically be perfect.
Here's a link to my post on Reddit.
Edit: added a poll and changed the link to a hyperlink
Edit 2: 1.4.0.4 fixed the Skeleton Merchant and the Traveling Merchant being affected by happiness.
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