Pixus
Official Terrarian
True, that.No, it just makes more sense if they allow you to duplicate coins just like anything else.
True, that.No, it just makes more sense if they allow you to duplicate coins just like anything else.
I feel like a better idea would be to lock journey mode behind beating every boss in the game, that way people who have already beaten the game can around with all the various tools journey mode offers and new players will still have to play the game normally (unless they wanna be a big stinky cheater and download an endgame character or builder workshop type map)I don't think it's accurate to claim that dictating how players enjoy the game is not good. Relogic designs the game from the bottom up, and everything they DO dictates how the game is played and how enjoyable it can be. I can say from experience that I wouldn't want to have exposure to creative the moment I started a game like this. I did that when I started playing Terraria with multiplayer, and I regret it. Creative mode is a pandora's box for new players, and the goal here was never to KEEP you working for it. The goal is to keep that box out of reach without learning the game in the process.
As I said in my previous post, they could have easily granted "Creative" as an unlockable feature upon completing the game, sorta' like how you can pick the world evil after hardmode. However, that won't be engaging and representative of Terraria as a whole. Building tends to lose meaning without the game as a whole, and I think starting a new world with the powers of god won't make for a good experience in the longrun when you can build up that world as you progress. Journeymode is Terraria, but with a different take on how the environment affects the player. Journeymode doesn't say you can't get all the items you want, it just says you gotta' know the game first. Anyone can get unlimited items with mods or maps, but not every player knows where to go to do that...
Also, with that in mind, I don't think Journeymode "dictates" how you enjoy Terraria. It's Terraria. You enjoy it as it is, and Journeymode is a reward. You could say they want to "dictate" our enjoyment by *not* adding Journeymode to begin with, but never did Relogic say you can or cannot do this or that. If you really wanted to (and somehow could, despite how Terraria is built) exploit through the game, nobody is stopping you from doing that. We're getting Tmodloader as free DLC, and there's your answer. Nobody is dictating you. Relogic wants to give you control, but also allow you to explore the game the way they envision it.
Im on xbox one and I dont have a 360 to upload tooThere's always TerraCustom. Have a little bit of patience with its creator to update to 1.4. They have a very, very busy set of tasks on their hands. But that's your tool right there in addition to the map editor, tEdit.
I feel like a better idea would be to lock journey mode behind beating every boss in the game, that way people who have already beaten the game can around with all the various tools journey mode offers and new players will still have to play the game normally (unless they wanna be a big stinky cheater and download an endgame character or builder workshop type map)
I mention this in that post, but I don't think that Journeymode would be as fulfilling if it were just an unlockable feature like choosing world evil. World evil is unlocked later because showing the option itself spoils the very existence of two evils to begin with. JM is a different case, and I don't think it's better to hide it behind the endgame. Once you beat Moonlord, you've already run out of things to do. If "creative" were just unlocked, it'd get boring really fast. It also sets JM up more like a "creative" rather than a new way to play the game. Anyone can say that you can just "not use" the features of JM, but people still won't see it like Relogic intended it to be. They want progression to incentivize using JM as a configuration tool for regular gameplay rather than just a cheat sheet, and making it "unlockable" or giving you all of the tools at once would make it seem like a creative mode, which they already have made clear is not fitting to Terraria's style.I feel like a better idea would be to lock journey mode behind beating every boss in the game, that way people who have already beaten the game can around with all the various tools journey mode offers and new players will still have to play the game normally (unless they wanna be a big stinky cheater and download an endgame character or builder workshop type map)
doubt thatWhy, it is so easy, the Guide could do it!
But Terraria is so 'adventure' oriented, I don't think it would add as much to the game as Journey Mode does.I think there should be a fully creative mode
Yes, it was even confirmed earlier in the thread. I think it's a nice little touch.A question soely out of curiosity, but is that god mode icon a reference to doomguy's sprite when he picks up an invincibility sphere in the old doom games?
Will all the changes of the update apply to a world made before the update?
There are new mini biomes, and Red has mentioned tweeks to worldgen, so that alone is a big no. Also Chippy's 1.4 gameplay shows there are new items that appear on chests throught the world, so an old world would also not have access to those.Will all the changes of the update apply to a world made before the update?
Cenx has confirmed the difficulty slider affects the "version" of the enemies that spawn. So an EoW spawned while the difficulty slider is on Expert will have its projectile attacks and drop a boss bag with the worm scarf.How will you be able to get Expert and Master Mode items in Journey Mode? Or does setting the difficulty slider also enable the drops from the bosses. (e.g. expert mode difficulty slider will give Worm Scarf from Eater of Worlds)
Will all the changes of the update apply to a world made before the update?