#suggestions-discussion
1 messages · Page 706 of 1
Well I was about to make a suggestion based on the answer so I was unsure on where to ask sorry
It teleports to my base after i try to kill it and inevitably fail forcing me to flee
wdym new weapons and “depth”?
You get crappy weapons out of the bag atm so adding new weapons for each class to the bag will give off a new feeling
and even if i dont attack it it still kills my npcs
It will add more depth because there is more choice at the start of the game
they’re supposed to be starting weapons
I understand this
yup
also slime staff isn’t even bad
slime staff is literally the weapon you stick to for your first 2 bosses (as a summoner)

its the best weapon for desert scourge
Most people who don't do class runs will always stick to the 2-3 strongest weapons
So why not remove them from the bag and make "Calamity" starter weapons
ok so what’s the reasoning here, I’m confused
It isn't reasoning for say just a suggestion
you're not supposed to focus on a single class at the beginning of the game
Kortix players do though lmao
you focus after WoF
I focus off spawn
I do it also but theres no reason for changing the starter kit
But there isn't no reason either
Why not have something new at the start, have something that shows what is to come with such a large mod
I still come across new players today
there are, you just have to find them
there isn't a reason, you can craft almost all weapons necessary immediately
the starter weapons are supposed to give you a boost in terms of power unlike vanilla
wulfrum knives are new
the weapons will help you progress and lead to even better choices
yup
Bravi you are thinking on similar but different lines here but sure
like for melee, you can make do with a copper broadsword and then move on to wulfrum blade and such
I just don’t understand what your logic is here
it's pretty easy to get any weapons after the sarter bag
does any mod actually provide a modded gear straight away? imo you should start off from vanilla and work your way up to a modded weapon, which is why wulfrum enemies are directly the next thing to get and accessible right away
Have something NEW that is the logic the bag is aids the only reason I open it is to get the revengeance and deathmode items
I rarely use the items in it I just don't attack until I find something better
it's a STARTER bag
so what, do you not use slime staff or wulfrum knives when you go summoner/rogue?
so why not make STARTER calamity items instead of STARTER vanilla items
I hate wulfrum knives idk why
because starter calamity weapons require effort from using your vanilla weapons
@ruby cobalt when you play what weapons do you tend to use? Vanilla items?
it's not like having vanilla shit in your loadout makes it inherently bad
I tend to use fucking whatever
bud when you start you should start with vanilla weapons
because I give 0 (none, zero) fucks about whether it's from calamity or vanilla
Calamity weapons are extremely powerful
you do know the "haha calamity op" bandwagon right?
the only distinction is calamity shitting on vanilla's non-existent balancing
and vanilla weapons aren't bad
that's the only distinction I make between those
having calamity items in the bag only fuel that "calamity op than all other mods" mentality people have from 2016

Altix why not make similar retextured beginning items instead of the nostalgic same Re-logic shit then?
because that would make them bootleg, unnecessary filler items
why would you retexture vanilla items which do the same stuff?
thats literally just extra work
for the same payoff
i VISCERALLY and AGGRESSIVELY reject this aew suggestion 
lol k
why would you need to have similiar weapons?
"variety"
when you can have the same ordinary weapins?
"flavor"
what use is variety and flavour for the same stuff?
But it isn't Kortix
b-but variety
its like creating a hundred options for a game which has the same ending
Think of it like this, If you did not witness this arguement you updated calamity opened the bag and you got new stuff how would you react?
"thank fuck we got ANOTHER sword that nobody's going to use"
not very diffrently to the original
“oh hey weapons that I can use for a class pt”
Yous haven't forgotten about shit yous are all thinking how yous were knowing about this lol
yeah, yeah
or peeps have inherently differing opinions on gameplay 
if i opened a new bag with slightly different stuff i wouldn't be like OMG NEW STUFF AWESOME! I'd just look at it as the same old stuff and find something better
the game is about progression bud
I don’t even know what the argument is
About a suggestion that people take so literally it is amusing haha
aren’t suggestions supposed to be taken seriously?
welcome to #suggestions-discussion
my greatest issue with expanding the starter bag is that its effectively a placeholder -- you get the gear to start out and are intended to branch further into more interesting junk
shoving the interesting junk into the bag skips an important part of early game
at least to me
^
if you explain it better, then maybe we can have a civil discussion
Hectique it can still be cool and all but not powerful can just give a new feeling to that branching out, if the items in the bag were made to give "Insight" on what's to come players will make faster choices and stick to something throughout the game instead of being unsure due to the large variety.
if its cool but not strong peeps are not gonna want to stick with it anyway. upgrades are upgrades, and as sucky as that is, its the meta for most players
insight at such an early game phase is not really very terraria
Why not make starter weapons that contribute to end game and flow on with the upgrades?
classes truly gain their identity in hardmode, not preboss
Something like the crystalline it is somewhat powerful then gets weaker but it goes into the celestus (dunno how that is spelt)
I don't think the casual player makes slow choices in the first place anyway. They have what they think of in mind, or just improvise it altogether.
calamity already has expansive weapon lines
yeah
also ye LOL
But that is it is it not?
Slime staff is OP early game as someone said but that either gets lost in storage or sold
this doesnt really hold as a point though. at this point youre arguing that earlygame items should upgrade instead of being relevant to the starter bag
which is an idea that i dont necessarily disagree with, but is tangential at best
The beginning of terrari is a rapid progression stage so any interesting items given to the player will anyways be discarded
why is this relevant
Rogue is new and all but it shouldn't be special why not add the other items or "Similar items" to that process
how is this related to the starter bag thing again?
i thought we were talking about expanding the starter bag, not weapon lines
^
I still am lol the one modded weapon you get from the bag goes end game everything else gets trashed give the other items some love they kick start the game rofl
im down for expanding weapon lines but its unrelated
not every item is going to upgrade, otherwise its a huge hoarding struggle
everything gets trashed eventually, it's only natural
some weapon lines start super early, some start later
why give emphasis to the starter bag in particular
Because starter bag gives 3 useful items
its not inherently bad to have things start in various point of progression, no?
No hectique it isn't but the copper broadsword does nothing but iirc the wooden sword does?
copper and wooden are relatively the same strength
in fact, all wood/ore are relatively equal
Wooden goes into the biome blade does it not, copper does nothing?
Why not get a wooden sword to start?
or do you i honestly dr
then why not clarify that in your suggestion?
this makes more sense but also contradicts your suggestion since it mentions specifically "new" weapons
also again, not all weapons need to have upgrade lines
it’s most likely copper to maintain consistency with vanilla giving you copper tools to begin with
so like, making starter bag have weapons more closely associated with calamity upgrade lines is... fine, but should be clarified
Why should the first weapon you obtain have an upgrade line again?

I can not see the point
Shouldn't be it is juust how this has gone .-.
only for 1 case
tbf in the wooden v copper case its far more interesting if a player looks into the future crafting line
but besides that HUGE shruggies
thing is ore shits aren't usually upgraded in the first place
I never said originally anything we are going on with, just have some cool new gimmicks early on to screw around with and make start a little cooler because it is the same shit every time
again, you should have to work for the cool stuff
it’s supposed to be like that because they’re starting weapons
wdym better than what’s to come?
how is a copper broadsword better than a wulfrum blade or redtide sword
HectiqueToday at 7:56 PM
again, you should have to work for the cool stuff
Yeah this is correct but why make wanted "NEW" items better than what's coming
what point are you making
yeah I’m confused
same here
i never said they would be better than whats coming
make BRAND NEW CALAMITY WEAPONS WITH COOL SHIT but make them worse than what you can get 10 minutes in
Yous don't have the minds of a casual player ahah bye
in pre-boss you climb a rung in the ladder
you get a weapon that gets trashed in 10 minutes because you find a better weapon
we are trying to approach with a casual standpoint, but it’s not helping if you can’t explain your reasoning well
that is only normal and starter bag is no exception to that
New is always fun why not add something early on to entice new players to continue
you encounter wulfrum enemies right away so I don't see how players are not enticed?
maybe its best if you did cease the discussion, honestly. youre just talking in circles
that’s why new players have to go on to get all the new stuff
make a point and stick to it or change your suggestion
you can’t just give them broken cool weapons at the beginning of the game and call it a day
Read Suggestions lol
find a strong and working argument and I'll return
understood
omfg WHY DO THEY HAVE TO BE POWERFUL ASAP
Yous are all seeing it as someone requesting broken weapons straight off the bat
for now I'm unconvinced
youre using a strawman to make a point and its not working
so what do you want to add that entices people to continue besides starting weapons that already scream “hey we’re pretty bad, but we’re gonna help you get the stronger stuff”
you argue that they should be cool and interestinf, were saying you need to work for that
were not saying your idea is broken items. were saying that for new, cool content you should need to play the game for more than 10 seconds
^
And yous said make or break this pov (Read Suggestions)
Can you see the suggestion anymore
I don’t even...
screw it, I’m ending this discussion now, it’s going absolutely nowhere
goodbye friendo
thank you
i think it the suggestion should have the enemy's full name
i had no idea what AEW meant until i read the discussion
i think the suggestion should be DELETED and im not biased youre biased how dare 
Suggesting to fix bugs 🤔
actually yeah, that's a bug, no need to suggest that
Would anybody be averse to an accessory that removes the negative effects of mana sickness, ideally crafted in early hardmode?
It is called a mana regeneration potion, and don't use a mana flower etc
If it has a downside it sounds interesting
Mana sickness is there to reduce players from smashing things at a constant rate with maximum damage
Which is why an accessory that provides immunity to it should have a downside
Maybe, if it's equipped you can't get crits with magic weapons/crit chance is lowered immensely. Or it could decrease your rate of fire making it a bit slower to use mana. I wouldn't give it a magic damage nerf though because that would make it effectively redundant because it would be no better than having mana sickness.
Crits are powerful though that almost seems useless considering you already have mana regeneration potions which are already quite powerful and barely limit your attacking time
Maybe, instead of negating mana sickness, the accessory could simply stop you from using mana if it would cause you to use a mana potion, so when your mana gets low you automatically stop firing until you have enough mana to do so.
..that's just default behaviour
oh, damn
that's what happens when you run out of mana
You can't continue firing with no mana, only when you have enough to use the weapon.
That's its entire gimmick.
I forgot about that because I usually use a mana flower and mana pots
@waxen panther rng can be a bitch thats what is happening
The drop rate is 4 times bigger than regenator already
Can confirm with source code
Cryo Stone is 1/10, Regenerator is 1/40
Don't use your personal experience alone for making suggestions about RNG, kids.
^
I don't think it is, no.
It should be, it's a classic at this point
Patching it would be dumb
Just make it so the aew can't kill your npcs or smth

Hold on lemme not say the same thing twice
Brain fart time,what's aew?
Adult Eidolon Wyrm
Ahhh
Frequently asked questions
It teleporting with you is the best thing ever though
AEW is such an unintuitive acronym, to be honest
True but what else you gonna call it
Well you dont pronounce it, you write it
well yeah but if someone types AEW you'll naturally read it as "Ayyy eeeee doubleyou"
i personally dont really think its a problem or anything but i think thats what they were saying
Just use your brain and consider what an aew can be
why are we having an argument about a god damn acronym?
True

maybe juvenile wyrm should be renamed to eidolon wyrmling 
or JEW
yes
^
"Help im trying to explore the abyss but i keep getting attacked by JEWs"
ok let's not go there
I get it but still, let's not go there

@rugged mist 

Who is AEW
oh yea eidolon wyrm
un
you are not supposed to use RoD on abyss and then teleport, nor recall home when he spawns
Adult Wyrm only despawns when you are absolutely dead

besides, its truly nostalgic for him to follow you home
I mean tbh I can see it as being something people would hold against the mod
It comes off as less of a punishment and more of a silly and somewhat buggy feature
Btw yesterday i did the suggestion that asked for the hitbox fix of wind blade AND visuals
nice
Wind blade isnt borken near walls anymore 
the problem with the acronym is putting it in a suggestion that is supposed to get votes and expect 89 people to know/look up what AEW means
Adult Eidolon Vyrm
reading the starter bag discussion quite literally made me sick to my stomach

a while back in this channel yes
We sure have been getting a lot of arguments in here recently

onyx excavator key is fundamentally broken because unlike drill mount it doesn't actually dig, it just deletes blocks
How hard would it be to make it dig?
Sounds like it'd be a good change
copying how vanilla drill mount declares damage versus blocks
this would also let us allow its pickaxe power to scale through the game
Instead of manually coding locks
Why isn't that already a thing lol
True
We'd have to delve into vanilla source to find out how to do it the DCU way
Doesn't luiafks drill mount use the same vanilla code
I assume so
Its still got the laser lines and is literally called "Improved Drill Mount"
I think it would be cool if the oyxn key had the vanilla code, could make it more friendly for other mods
That's not as important of a reason
Yeah that is true
but, I suppose it is a reason
Ig put it on the to-do list, but put it at the very bottom
It's a minor priority
Or I guess you could say
A miner priority
This joke really grinds my gears
Thank you everyone, thank you
:lefunny:

Unique Content for the Post-ML Blood Moon.
Reason: Honestly, the Blood Moon buff just exists for no reason except muh lore. It was because Blorbs were formerly post-ML, but since they’re now obtainable at any point in the game, the post-ML Blood Moon buff is kinda just...there. Given that the Buffed Moon events (and possibly the Solar Eclipse as well) are planned to get new content, this should too. Otherwise the post-ML buff shouldn’t really exist.
Just yoink the Blood Nautilus from 1.4 tbh
muh lore
Acually there is no lore reason
excuse me while I yoink this suggestion because hot damn do I feel the same way
Blood Moon literally gets nothing new in Clam aside from a single material
🔫
Used to be the case
Give me my sugg
not anymore
which, if you're used to farming potion materials anyway, never really sees any use
Xeroc watches more intently
Sounds like a really good headcanon
I mean, why wouldn't he? You just killed Steve
Like sors already told me that post 🐶 frost/pumpmoon are getting revamped Pumpkings and Ice Queens
Yeah, it does make sense.
...I need to actually
think of Blood Moon shit
And we might get a revamped mothron or a new darksun enemy by that logic
post 🐶
Hueh
But for god’s sake if you’re gonna revamp existing shit give it something unique besides stat buff memes

anywho I mainly came in here to assert how much I agree with your sugg because Blood Moon in general needs something new
all the buffed events need new things, new loot
new enemies question mark?
The stat boosts right now aren't even noticeable
Frost and Pump are accounted for
You really like that emote don't you
We’re getting revamped Pumpkings and Ice Queens (and their sprites are being worked on)
Scal's charges should honestly leave some form of fire trail in rev+

Hueh NK Grimm Hueh
or better yet, replace her charge attack with a deathray attack hueh
SCal deathray
:fear:
SCal charges while leaving behind a fire trail and firing a deathray all at the same time
SCal charges create a deathray and leave homing fireballs in her wake
but srsly SCal could use a deathray attack imo, but ik that's never going to be added
with the way the fight works i think a deathray would lead to too many situations where you can't avoid taking damage
Tbh, if you use the CotBG then SCal charges are really meh and make no sense for her to use them
It's really hard for her to hit you with those, and even if she does, CotBG will reduce the damage by half, and by the time you fuck up and get hit by a charge again it's really likely the Core's cooldown had already passed
So whenever she charges she's really vulnerable for no reason

What if one of SCal's bullet hell attacks had her go to the middle and shoot deathrays at the player sort of in the style of BOTW guardians

:fear:
The charges only really exists for true melee people to get some hits in ngl
Or people that dont know what her going transparent means 
00
if that's the case why not make it a real attack?
or let me do it in postAI()
what i mean here is that without some sort of extra effect few people actually get hit by it in my experience, so it's not as much of a threat as the other attacks
my argument is invalid 
I have got hit by it a grand total of 10 times in my ~100 rev and death Cal attempts
It still catches people offguard and can actually hit you
So i dont see how its not a real attack
That was a bad use of words on my part, what i meant was it wasn't a real threat to the level the other attacks are (based off of my Cal experience and what i have seen of others)
Exploding bullet isnt that hard to dodge if you know what youre doing, hellblast is trivial until you reach the floor or roof, and the mobile phase can be dodges with ease if you know what youre doing
Screw up on luring scal on dashes and you can kiss her good bye
Not really imo (to what Seraph said)
The charge is fast, rather punishing and catches people offguard, as Shucks said
It has a telegraph, but even with it the chances of getting hit by it increase as SCal usually performs other attacks before charging
And the only thing a trail of fireballs does is just adding clutter and unnecesary blockage
Imagine she dashed near the roof, well now youre cornered between the roof and the fireballs
OH and she sometimes dashs even 4 times
Alrighty, another theoretical idea: What if SCal had a deathray attack below 50% life
Also there's the thing that the dashes become more dangerous after moon spawns due to the less space to maneuver in
With the trail or deathray it would be... rather annoying to dodge
Especially if she dashes more than 2 times
Easier than yharon smh 
She's already hard enough as she is right now imo
Somebody's been playin too much Maso
People saying easier than yharon can go in the subjectivity hole for all i care :ech:
The deathray attack wouldn't be combined with the dash, and this is theoretical talk, she doesn't need a buff
tbh SCal doesn't feel like the kind of boss where a death ray would fit
her fight is more about firing many small projectiles or summoning creatures to fight for her, not massive attacks like death rays
Eh, i'd say the complete opposite, a massive fire laser as a desperation attack at low life would fit perfectly, and only better when she gets a human sprite
Why would she even use a deathray?
Why does she even need a deathray?
You dont just "bam deathray"
Youre blocking paths on an already crowded fight :emotion:

'You don't just bam deathray' @ masomode 😔
but yes you can't just slap deathray on anything and call it a day
DoG laser wall with deathray 
Death ray wall
Also a deathray would be easy to dodge against Scal, practically just RoD
Being forced to use RoD is bad difficulty
Also ein, remember mother board?
Death ray fits for Maso Retinazer because it already fires lasers, death ray fits for ML because he mostly focuses on projectile attacks and it's fitting for the final boss of the vanilla game, death ray fits for Prov because it feels like she's focusing sunrays into one devastating beam
it would just feel out of place for SCal
yea i guess that's true
Death ray fits for ML because it's his signature thing
Scal is screen gore so anything that is large and instant area denial doesnt work from a gameplay prespective
the monster orbs are slow af and they are already a threat
3rd and especially 4th orb aren't exactly slow
Slow compared to a deathray
The last one is very fast believe it or not
4th is just a tiny bit slower than you at max speed with celestial tracers, yeah
I never noticed that 
The reason it doesn't catch up to you is because it has weak homing, it takes it's fat time changing directions
^
Thats exactly why circling is best strat to counter them
If the homing was more tight, trust me, all hell would break loose

Since Kirby brought up the post-ML event buffs, could someone tell me what he meant be new content being confirmed in a future update for these buffed events?
Revamped Punpkings and Ice Queens
Why not just entirely new enemies
cough
that's what i always thought they should do
when they have the time to dedicate an update or two... i would love to see entirely new events in place of the buffed moons/a revamp to the enemies of the post ml blood moon
i mean, there's not much to suggest simply because it may be too specific and hard to implement quickly (not the best, considering the precedents devs set for these things), but its an interesting topic i feel
they being calamity devs
cough
since its a fairly tall order i dont expect much work to be done on it right now considering dev priorities (draedon, yharim, scal, rogue)

Imagine touching multiplayer redcode 
when you suggest something that quite frankly is not feasible without some inane code fuckery
you cannot fix multiplayer 🧀, and certainly not with a method like this
which would only bring up an avalanche of issues with how retarded Terraria multiplayer is at a fundamental level
what if instead you had bosses being alive raise the respawn timer way higher then normal in multiplayer, like 45seconds or something, this isn't too awful to do iirc, and would make it harder to do multiplayer cheese
and you're certain there is a way to do this that, again, won't bring up an avalanche of issues for the reason I just specified
Adjusting respawn time is doable without bringing up an avalanche of issues because if it wasn't there wouldn't be a million "faster respawn" mods out there
hp scaling
there'd be maybe one by dradon or mirsario or some other code god
okay
allow me to ask you a question, Seraph
how many of these mods work well with multiplayer?

either way, I don't see how this really fixes anything
the issue is still there, your friend just has to be decent at dodging and dealing with multiplayer fuckery for a little while longer than normal
and quite frankly, MP cheese already flops half the time with Calamity in particular
imean like
how many times has that been suggested
Is it possible for entities to ignore higher aggro on one player than another?

multiplayer is kinda iffy tbh
5?
like, if your friend dies while youre dead, you can just call them a thrower
and like, safest zone for scal is near walls or running along them, that change is just a big fuck u to that
why not have the bullets spawn outside the arena in multiplayer smH
To still keep the same Bullet Hell feel, have the Bullets slow down to regular levels when a player is in a certain radius.
yeah whats the radius
also no need for monospace font
you touch the walls when dodging bhs
spawning on walls seems iffy smh
I can change the wall thing
make it a screen's radius away from where both players are
make scal be a mirrorred sprite and shoot both players
boom
suprerpus calac
fixed
safety is just an illusion with this new boss change! get ready to be instakilled randomly when you least expect it!
thinking both players are aligned 
SuperHot take:
boss AI shouldn't be focused around multiplayer in the first place unless it absolutely needs to account for it
which SCal doesn't
oh god now i want to actually make my joke real

The amount of time would be constant, say like 30 seconds or so
SuprerpuS CalaC
doesnt matter if its constant
is just some random slap in the face unless you have a clock ticking in your head
george
Actually serious now
A cool idea would be to make a sound cue each time scal changes Target
its still bad smh
you know what else is constant
the 15 seconds DoG takes to finish purple subphase in his fight
and DoG fucking obliterates in multiplayer because of it because you cannot tell who he's targeting
h
which would also screw over the moon pattern you may have done
moons
same with dog/yharon
who would be close to scal BRUH
also Bros


BRUH 5head if scal focuses on you, and the other player gets close to her, she will change to him and viceversa
It would be a total mess

imagine both if not like 4 players are constantly changing between who is the closest
scal just fucking spazes out
:Calspasm:
Lol
to have SCal target the closest player or change targets every so often would completely fucking ruin any semblance of order there is to the fight and make it nigh impossible to figure out what the fuck is happening
In short SCal wasn't designed for multiplayer in the first place.
SCal would turn into every fish in the abyss when they get stuck between blocks
every tick changing direction
Thank you, Doge.
^
Literally the whole thing I was trying to point out, and why I made my initial assertion.
Doge saves the day again


Just simply give SCal like 5-10 second cooldown after switching targets so she doesnt spaz out
Boss AI should not be focused around multiplayer in the first place unless it's absolutely crucial to the way the fight functions.
Thank you for coming to my TED Talk.
^
Anywho, the point is, I don't see a reason that a boss not necessarily intended for multiplayer should be adjusted dynamically to fit multiplayer.
In reality Terraria bosses werent designed for multiplayer
^
only boses that have a chance of being made with multiplayer in mind is Moon Lord
but moon lord is also a tomfuckery

Heard that, but I wouldn't mind slight changes to allow for multiplayer to flow smoother
I'm going to be throwing out suggestions to make every Calamity boss less painful in multiplayer so
Got ideas for vanilla bosses too?
Terraria bosses in general are not designed for multiplayer.
Yeah, remove them
also can i just throw my idea out here and see if there's anything wrong with it
DoG change
just make him charge at both of you
No
Have SCal spawn with a bigger arena if its multiplayer
I have an entire revamp of Moonlord multiplayer I'm thinking up
Terraria in general isn't designed for multiplayer, to be entirely frank.
thats kinda it
No you can't.
its thom
Not instantly
Not without a shitload of fundamental adjustments to the game and how it is played with other people.
if you could make terraria for multiplayer, you would have to have 2 of the same bosses
Ngl multiplayer in itself is its own world.
for one to attack one and other to attack the other
but it becomes trash
what is this
Howso? Terraria functions in multiplayer, with about the only real problems I've seen are the bosses
TWINS
Deus would be a fuckerclust if that was the case
the quadruples 
Holy shit the bosses tho
IKR GEORGE
those were kind of thought for multiplayer
Double wall of flesh?????
Okay lads
Twins are...midly fit for multiplayer
or 55 worms
8-armed prime
retinazer for you and spaz for the other guy
simmer down
but it is largely because it is a multi-entity boss
hi timer
Why would we need 22 worms
Imagine DoG in multiplayer 
Yea what Thomas said
120 segments x2 plus laser walls
a single-entity boss usually isn't really. easy or even practical to change for MP
Worms work too, because long
Would the double boss thing extend to boss summons?
I have an entire Multiplayer revamp for both DoG and Moonlord planned
Howso? Terraria functions in multiplayer, with about the only real problems I've seen are the bosses
i swear i saw enemies desync too
Ngl Clone was actually great for multiplayer in my experience
literally everything desyncs
^
How would the double boss thing work if you have two players around the same area? How would they not recieve double damge?
Multiplayer is big sad, nuff said
you desync, the enemies desync, your friends desync, the bosses desync, the item counts desync,
fucking time itself desyncs
did I miss anything else that desyncs
reality
reality itself as the game crashes
npc's desync
You missed desyncing desyncs


desyncing desync
Don't ask
you misspelled game desync
also trees desync
The desyncs that desync cause the desyncs are desyncing
a common occurrence for multiplayer Terraria and the exact reason I make this argument
you chop a tree and it spazes out in reality before breaking down
imagine if a mod came in right now 
what practical purpose or even real feasibility does changing bosses to work with multiplayer have
Mod is prolly lurking
and how would you reliably detect that the game is in multiplayer
if a player disconnects, what happens? does the boss just stay the same
if it's a hosted server but only one person is online? how's that work
how would boss targeting be handled
if PlayerCount > 1
SetGameMode(2)
else
SetGameMode(1)
that's kinda
This doesn't answer question 1 tbf
I mean like, the reason why I came up with the Scal MP changes is cause I did a sort of study with Multiplayer Scal and those are the things that get most players
I thought the boss targets whoever does more damage
I know thomas
Boss targets whoever is close but switches randomly
I see.
Bosses just aim at npcs
I enjoyed multiplayer clone actually
even disregarding the fact that so much as touching Terraria netcode is asking for a completely new slew of issues that never come up in MP
you cannot just simplify the concept this much and claim it will work
Yeah
also, the questions I presented earlier still stand, which I have yet to see any real answers to
those are the kinds of questions you HAVE to have answers to going into MP-related things
Redcode be like 
Christ, if my suggestion caused this much controversy, I'll just delete it and y'all can suffer against MP Scal
It's a bit of a shame that Terraria is mildly inconveniencing for some
Just see it in an MMORPG view, superbosses (or bosses in general) only focus on one character each attack. His atacks shift in between a player he changes focus on.
And if 20 players are attacking that boss, the boss becomes a joke. Because the time he takes to both attack and change focus from player to players is quite big, giving you A LOT of ime to rain down specials and shit
This is Terraria multiplayer but terraria mkes it a lot worse
However, I'll say this, Both Yata and Ozza starred that suggestion
WH--
This isn't controversy. This is me asking you legitimate questions that directly relate to your suggestion and how it can work.
I am NOT saying your suggestion can't work, and if you can actually answer the questions I've presented then I'll gladly give it the time of day.
^
We out here tryna improve suggestions
These kinds of questions NEED to be addressed for anything related to multiplayer. They're literally the basis of any boss adjustment for multiplayer.
Then TELL ME THE QUESTIONS, they were swept away in the sea of craziness
Yeah the place is a little more calm now
^
@signal prairie Yat and Ozza starring a sugg means nothing if it isnt implemented
- If a player disconnects, what happens? Does the boss just stay the same? Does it rescind some of its MP adjustments and straight-up focus on the player?
- if it's a hosted multiplayer server, but only one person is online, how's that work?
- How would boss targeting be handled in a way that's fair while not unintentionally cucking anyone not the target by means of how the fight functions.
Is boss targeting as of now basically whoever is closest to the boss?
Ah thats right
All issues with the simplistic approach to player targeting for SCal.
Out of all the bosses SCal was the one that was specifically designed for singleplayer
- Scal will revert back to regular AI until a player connects, then the MP AI will kick in. The Targeting parts starting with the player in the arena.
- Scall will have her regular AI
Give some sort of indication when Scal's targeting changes and give her a small cooldown between switching targets to prevent cheap hits.in the suggestion itself
Ok thats cool and all
Now let's talk about Astrum Deus Multiplayer 
No
astrum deus multiplayer
follow up to 2nd answer
But what if suddenly a player connects when you are fighting her? Will she have the same AI she started with when you summoned her alone? Or she will change AI in a snap?
11 more worms spawn per player 
- Have fun with programming that (to anyone in general, entirely frankly).
- Fair.
- That's not really an answer, that's more of a restatement. More detail might help you.
- New question that sorta follows up 3: How do you indicate that her current player, the only one that matters, is within the arena if someone else is outside of it?
The AI will change after a few seconds to give the other player time to get into the arena
few seconds of enrage while other players get into the arena
honestly isn't that the solution right there?
she enrages if any players are outside the arena?
Yeah
I dunno about the bullets tho
There will be a small eye above the player she is currently targetting, and there will be a sound that plays when she's switching targets
Hectique that would be unfair for the guy who is inside
i'm not saying it should exist, that's just how i would do it
it'd also be unfair for the person that just connected
because that is the point here
^^^^^^^
this has nothing to do with respawning after death at all
why are people connnecting in the middle of an scal fight
why are we catering to poor communication
late to the party
are you running a public calamity server?
Seeing that Scal is of such importance
why are we catering to multiplayer
endless possibilities
bro we get that you have a good wifi connection, some people aren't as well off as you are
that's a false equivalency
multiplayer is used by tons of people
nobody would be dumb enough to connect during an scal fight and the consequence is having to redo a fight
get better internet or don't play the buggy undesiriable mess that is multiplayer calamity b osses
^
that's such a small inconvenience it's not even worth working around to me
smh just make the enrage happen if the player scal is targeting leaves the arena
boom
problem solved
that being said, enrage for any active players does needlessly punish the active player who is still alive, that's true
See there is no perfect fix for multiplayer scal
you bring a solution but it has downsides
and pretty bad ones
upsides and downsides
honestly it feels like trying to fuck with scal enrage will only lead to "help why is scal destroying the shit out of me with omega fast projectiles"
whats the downside to having scal enrage if the targeted player leaves the arena?
i wanna know tbh
scal just wasn't built to be fought by multiple players so it'd need some heavy readjustment, yeah
🚟


I can't do this, I have a headache
just
the point I'm making is that Calamity bosses as a whole are not designed for multiplayer, and that adjusting especially many of the post-Ml bosses for multiplayer would require a ton of work and pain that quite frankly wouldn't pay off enough to be worth it in the sense of what is priority right now
this is especially true for SCal in particular as she turns the definition of a Terraria boss fight on its head to a considerable degree
its not expected to be high prio
i think you're equalizing the issue when really most people are only concerned with scal, wherein the problem is at an absolute peak of egregiousness
i don't think anybody truly minds the rest of multiplayer memes, but particularly scal
and in that regard she in particular would be deserving of a rework, and not so much the rest
'wherein' 'egregiousness' ok 1700s person
bro
tbh i feel like AD multi would be more annoying
did you just insult his choice of words
with the targeting thing
ad homiem as fuck my dude
just imagine the DoG fight in multi, x11
Spook isn't here for a serious argument
everyone else was, spook
because of the way SCal works and the way multiplayer is inherently difficult to work around, it would take entirely too much work for too little reward to rework SCal to be playable in multiplayer when the truth of it is that she was never designed for multiplayer in the first place
and with that, I should go, as I now have a headache and can barely think straight on this
ok now that one's going in the dumbass compilation
i feel like deciding from the get-go that you can't make scal work is exactly what's going to prevent it from working
cya thomas
scal multiplayer don't touch it bad idea
i agree it's a hard problem to fix, but i also thoroughly believe a creative solution can, and hopefully eventually will, exist
I never said it--
yeah I'm out
I can't do this at this point
What have I started
until next time
i should've been more specific, sorry

or dog multi
i'm not implying you objectively meant there was no solution
cya thomas
cya thomas
Night, Thomas
but i find it callous to argue that a solution is unreachable without the insight of multiple devs or netcoders who may have a creative proposal that we otherwise haven't yet considered
yeah, that's generally the issue i take with said discussion
sure, it might not be feasible, but thomas is bringing it up exclusively with people that can't answer the question
not to any fault of his own
Things like this almost require dev input but none are seen
smh just DM @ sors
it just feels a little disregarding to me, that's all
Anyways, I feel like with enough thought and time that both Multiplayer and Singleplayer would be somewhat fair in Calamity
well, i wouldn't go so far as fair
multiplayer will always be bad, just look at queen bee
I did say somewhat
Queen Bee is the issue there
queen bee desyncs in singleplayer sometimes
sometimes
never seen that terry
And yeah, QB is nasty
but i think at the very least scal deserves the time and energy since it really is just a meme in multi atm
^
And it's not unheard of for multiplayer changes, Fab has tried to work with yharon
Oof
Yharon multiplayer was the definition of aids, cancer, and death
there's no need to employ what-aboutism here
scal is the biggest issue and is the one that most people believe deserve attention
there may be other problems but it's needless to point the finger elsewhere
she is the Final boss of the mod atm
well technically
So i feel like having her multiplayer AI not be as painful would be a good thing
even beyond final boss, she has the greatest disparity atm from singleplayer
at least afaik
true
Personally, I find Yharon and DoG harder
Anyways, I disappear for now, nice talking to ya hec
seeya around friendo
see ya when I post the Moonlord and DoG Multiplayer adjustments 

I have as suggestion, anyone have any input?
Add a config option to be able to have time pause while a boss is alive
One of the biggest problems i face when playing with increased boss health is that fighting bosses that run away/enrage when the time turns day/night are very difficult to beat in the time given for how much you've decided to increase their health by. However, an alternative could be a multiplier on how slowly time passes while bosses are alive. (Ex. Night is 9 minutes long, if you set the multiplier from 1 (default) to 2, the time would pass twice as slow allowing you 18 minutes of time.)
Many people love to challenge themselves (also just listen to the great boss soundtracks longer) by increasing boss health by ridiculous amounts, but with some bosses the amount of health you can increase it by hardcaps due to maximum dps output within the time given to beat the boss is not possibly high enough without external mods.
*insert obligatory jojo meme here*
I mean there are instances where using some on-tier weapons isn't enough power to beat a boss
so like hell yeah
except I don't think there's actually a way to make this happen without it being a really hacky method
keyword: think
thomas you're back
like I have one idea in mind but it's really wonky and would probably worsen the already bad time desync in multiplayer
also yes hi I decided to come back literally to pitch my two cents on this idea and that's it
So your saying you agree with it if it is possible to be done?
ye i see no issue with it
behold, my stand, king crimson, it can look into the future and enhance the desync by 5 seconds
if there's a problem devs can just reject anyway
alright, ill post it
why is wof always bad
terrain vs. lasers
and why does goobow's slime shots consume iframes
if you are close to an enemy the slime shots consume iframes
why
the arrows go through that enemy too
also why tf do i always mess up channels ffs
Yeees
to make the fight fair, the bosses extend the night a lot more than normal
What's concerned me since this update is if I miss a chest by a pixel in my house
no they dont, it doesnt extend it at all
you dont notice thats the reason
@iron plaza I think we all know why, but you'll probably have to add a reason
havent you seen the moon goes kind of fast when there are no bosses?
@proven tide Where do i put this "reason" 😛
in the original post
in the suggestion
^
just edit your message
well, if you look closely the night goes slower with a boss
that's a thing exclusive to certain versions
it cant be more fair than it already is
Lura, do i need to go waste 20 minutes of my time to time night with a boss alive and without? because i will
in fact, I'm 90% sure that's not even a thing period
night moves at the same speed whether you're fighting a boss or not
same with daytime
you just think that its longer because your more enganged with it
I'll do you one better
wh-
I will go stare the programming for this down the fucking barrel
I need to know if this is a thing
Im also just pretty sure in general cuz ive played for around 3k hours so i would have noticed
Decent suggestion: *exists*
Thomas: let me get right on that.
I'm staring UpdateTime in the face right now and I'm seeing nothing that would lead to this
I remember seeing this is a thing on certain versions of the game where nights are shorter to begin with
except 1) that got removed I think and b) none of those versions were Desktop
they were desktop
not only mobile, pc too
why on earth would that be a thing
Lura please

*insert haha why on terraria*
It would have been noticed 1,000 years ago and put on the wiki
a
this is relevant
as wack as the vanilla wiki is, they don't really seem to drop the ball with changelogs ever
that too, the terraria wiki has every stone unturned in the game pretty much, so thats another thing
except with wiring
everything is there
2 and a half years, actually
Well for the most part
we don't talk about master mode
golfing minigames
It looks great, I'll give it that
And probably not addressing old issues like usual
the real question is
Love the new vfx

does it play great
Master mode will be cool, but the modding community is going to hate it

master mode is just stat buffs, that's all anyone's ever proven it to be
Just get a look at this memery
so until I'm given statistical evidence that this is not the case I'm going to presume that what I have to go off of is true
credit where credit is due
this is absolutely astonishing as a feature
and i could not be more excited
(This is offtopic)
Also tbh some of the 1.4 additions are literally things modders managed to do before them
(silence, thot)
PAINTED MINIO--
oh yeah this is sugma disc

...what was I looking into again
Supposed shortened/lengthened nights
Hotkey for crusher sounds kinda eh
Something about bosses being alive
how im actually not insane
Damn it Vetus I thought you were an unusually bold anon

who is vetus
vetus is vetus

but anyway
yeah that's not a thing
@ashen warren









