Flubman
Terrarian
It was losing for the longest time, though.It's a price increase and a sell price decrease unless you build in exactly one configuration, no wonder it's unpopular.
It was losing for the longest time, though.It's a price increase and a sell price decrease unless you build in exactly one configuration, no wonder it's unpopular.
It was losing for the longest time, though.
If even 25% of players think a new mechanic is actively bad (or even a part of one), you still don't want to annoy that large a chunk of the player base. Now that the poll is over 50%, I think it's clear the mechanic should be revisited.Only by a narrow margin, mind you.
Your confused about what im saying; i'm not saying the system is fine the way it is, like pixelpatcher said. I'm just saying your system isn't much better as it still intrudes on other aspects of the game (although a little less).I don't think mine would be overpowered since the current system allows far easier access to pylons as opposed to what I'm suggesting. It takes more effort to explore biomes, finding spare magic mirrors (since you'd probably want to keep the first), and beating bosses/tougher enemies than to set up tiny box homes and assign NPCs to them. If anything, the current method "clashes" more with game balance, just due to how easy they are to acquire, but as they exist, the game hasn't seemed to implode on itself. I was kind of surprised HOW easy pylons are to acquire, they just require a set way to home NPCs. I'd rather have a challenge to unlock them, not have a restriction on building that allows super easy acquisition.
And yes, I get part of the game is exploring, which I think is another point in favor of my idea, since again the current system allows easy box home set-up and you get a teleport there.
You don't even have to explore the biome beyond crossing its surface now, you don't even need to defeat a single enemy, nor collect a single resource from the biome, but you can still get your warp to it anyway.
Fishing, too. Oasis can give some pretty good stuff with just it's fish. If this game didn't have harder difficulties, i'd see few problems. but...With my idea, you have to explore the biome, gather its resources, defeat its enemies.. and possibly even a boss or certain enemy first, to get its pylon. On average, my method would make Pylons a mid to late pre-hardmode and early hardmode system, but currently the system is a very early pre-hardmode system. Very minimal exploration needed now- Pick a dye plant, get 50 silver, find one life crystal, and find one bomb, can be done within 10 minutes and allows warps to biomes you've never set foot in.
And my suggestion, to allow use but limit it, (along with your other suggestions) would balance the higher difficulties around it. Again, i think your confused. I'm saying that they should be limited depending on the difficulty. If it's normal, don't allow it. If it's harder modes, allow but require a number of npcs until the steps are done, as some sort of life energy mechanic. This wouldn't be the first time harder difficulties had benefits for braver players that made the difficulty more bearable. Higher item drop chance, stronger npcs, extra accessory slots, Defense buffs... Many of these are things that help you along your harder journey. Half of these apply to master mode, too. While none of these allow use of a once locked item, i don't think it's that out of the ordinary to do such a thing.For those who choose a harder difficulty.. I mean, they did pick a harder difficulty. Higher difficulties should be balanced around the base game, not the other way around.
Well, how am I confused, and how would it intrude on other aspects of the game?Your confused about what im saying; i'm not saying the system is fine the way it is, like pixelpatcher said. I'm just saying your system isn't much better as it still intrudes on other aspects of the game (although a little less).
Again, how am I confused?And my suggestion, to allow use but limit it, (along with your other suggestions) would balance the higher difficulties around it. Again, i think your confused. I'm saying that they should be limited depending on the difficulty. If it's normal, don't allow it. If it's harder modes, allow but require a number of npcs until the steps are done, as some sort of life energy mechanic. This wouldn't be the first time harder difficulties had benefits for braver players that made the difficulty more bearable. Higher item drop chance, stronger npcs, extra accessory slots, Defense buffs... Many of these are things that help you along your harder journey. Half of these apply to master mode, too. While none of these allow use of a once locked item, i don't think it's that out of the ordinary to do such a thing.
And those discounts are the incentives for shuffling NPCs around. Get rid of the incentives, and there's no reason not to select NPCs for Pylon outputs based on how frequently you use them, not how an arbitrary mechanic.
Yeah, I like being able to buy more stuff, but I'd give that up if it meant not having a desire to find the optimal arrangement for NPCs.
Personally, I quite like the Happiness system for the reasons that Flubman stated: it's fun trying to think up what NPCs would fit best in each biome town. I've made a fabulous Cavern town with pairs of the Mechanic and Goblin Tinkerer and the Tavernkeep and Demolitionist, a Desert town with the Stylist and Dye Trader, and a Mushroom town with the Truffle and of all people, the Guide. I wouldn't have ever thought to try and fit the Guide in with a Mushroom biome had it not been for the Happiness system, but it's been quite fun doing so.
New worlds get a flood of 6-8 npcs before you really reach a second biome
But to get a price hike even after building 5 towns? (25 npcs, 5 towns, you still have 5 per town) That's excessive.
But I said you shouldn't NEED 8 towns. What if I don't like the hallow for example?While world-gen can always be a problem, it's never been that much of a problem. The Nurse requires that you've explored the underground and cavern to some degree, so you've certainly reached another biome. On the surface, you're highly likely to encounter desert or snow before the evil, and these are not exactly difficult biomes to traverse in most cases.
It would be excessive if that were true.
Ignoring the fact that there are more than 5 pylons so you should have more than 5 towns, you only get a crowding penalty for having more than 1 NPC within 25 squares. So you can avoid that by putting some distance between them. The isolation bonus for having only 1-2 NPCs also allows other NPCs to be outside of the 25 square radius. But you also lose this bonus if there are too many inside of 120 squares.
Basically, an NPC is considered isolated if it has 0 or 1 NPCs within 25 squares, and no more than 3 within 120 squares except for the one within 25 that it already saw (according to more recent Wiki updates). This allows you to have up to 5 NPCs in an area, with each of the still getting their isolation bonus.
So if you build properly according to the happiness rules, there will be no price hike, even with 5 NPCs.
But again, there are more than 5 Pylons, so you should have more than 5 towns.
But I said you shouldn't NEED 8 towns.
That's exactly it though. Happy communities. Watching your npcs host impromptu scissors paper rock championships. Safety in numbers (I have lost my witch doctor to angry trappers INSIDE the house, so... yeah). This is all undermined by spreading them out.I guess my main point is that it makes no sense to like happiness as it currently exists while disliking the main thing happiness was created to do: make you spread your NPCs out.
the new mechanics were introduced for a reason.
I do mind even having 5 bases, but there is a term called compromise.
Personally, I quite like the Happiness system for the reasons that Flubman stated: it's fun trying to think up what NPCs would fit best in each biome town. I've made a fabulous Cavern town with pairs of the Mechanic and Goblin Tinkerer and the Tavernkeep and Demolitionist, a Desert town with the Stylist and Dye Trader, and a Mushroom town with the Truffle and of all people, the Guide. I wouldn't have ever thought to try and fit the Guide in with a Mushroom biome had it not been for the Happiness system, but it's been quite fun doing so.