#suggestions-discussion
1 messages · Page 718 of 1
forest, yes
jesus christ
wait forest = purity right
ye
yes
ok
War Potions aren't as absurd but can be obtained before defeating any boss
and will more or less fill the same purpose

🤔
I know way too much about Reduced Grinding, send help
in evil biomes I'd usually get the cap of ~160
smh nobody cares about zen

zen is like
because we want more mobs and more blood
for abyss and dungeon

that depends.
the reduced effect got removed afaik
nah, Zen still does its job and does it well
oh?
I think zen is fine
or at least, from my experience, it does
the only way people would care about zen is if bosses didnt auto-apply it to you
and removing that would be terrible
pacific.
peaceful difficulty
I live in the Pacifist Ocean.
I still think there should be some sort of intermediate potion for each type but that would kinda tie into my Alchemy Table upgrade line idea as it is in my head rn and that's a whole 'nother can of worms in and of itself
intermediate potion requires new sprite though
have fun
zen was also super busted it just also conflicted with terraria's inherent necessity to grind
make ms paint placeholder sprite
I will make new sprite if I can learn how2potion
t
so people don't have much urgency to use it
it didn't though hec cause whenever people used it it's because they wanted no mobs
people would never use zen whenever they wanted to grind
yeah but you know
well yes but that use case is inherently low and that's why people don't determine it to be useful
that's why i said it's also broken
🤔
yikes
yum
if thats not an absurd upgrade idk what is

those are the numbers i like to see
yeah you like op stuff i know

you did
wrong
grinding wise
post-Skeletron Blood Moons are easily farmed and actually become like infinitely easier to farm once you have a Zerg Potion
you fucking destroyed the system

all it did is remove time spent in grinding
it doesn't take skill to farm 4500 blood orbs to craft your potions
that's why in my most recent run i did it with no non-healing consumables
the less time you're not op is the more time you are op, ein
time is a factor of power
if you can achieve things quicker you are weaker for less time
i don't think so
but yeah i liked zergs reducing the time it took to get stuff
yes but this game is not a vacuum chamber
and the means to beat said bosses have to be obtained before you fight said boss
which you obtain from another boss
zerg trivializes that process
pre-Hardmode Cadence Potions
the only times I remember going out of my way to use non boss weapons is maybe in hardmode
and ig pre slime god
care to tell me then what weapons zerg is helping you get outside of hardmode
for those players, zerg makes that process much faster -- fabsol literally made a very particular change to make weapons correlated with grinding resources more powerful than those otherwise
to use against bosses
whether or not that was successful, it means there is an inherent philosophy that grinding means getting better weapons
I don't deny that
zerg reduces the weight of that process, you have better weapons sooner
But taking 5 years to get stuff to spawn is not really what someone would call enjoyable
i don't disagree, but you're also not exactly playing much of a game when you use zerg
you're holding M1 until one of the enemies drops that thing you were looking for
im not playing vanilla terraria
yes
most people play calamity for the bosses
not for the exploration
i'll amend my statement
hm
Well I mean
You could argue that without Zerg, you're still holding M1 until you get what you need, just for a lot longer
well, to a point
that's correct, yeah
if you're super lazy and not willing to engage in stuff like water candles and finding ideal spawning locations, sure
not technically wrong
zerg just removes all other existing elements
that's the thing
Even if you're moving around to clear up the NPC table, you're not exploring
because what is there to explore
unless you're above ground zerg also requires you to make a proper place to farm
🛫
sigh
you can't just waltz in underground in your hellevator pop a zerg and voila
i'm not really implying exploration is the factor at hand, but rather that there are things you can do to meaningfully improve the grind without just clicking a potion
cause most weapons aint gonna go through blocks
I've got a better idea concept idea
Bring back the Zerg effect but make it a bitch and a half to set up/acquire
well sure but finding an ideal zerg location is more trivial than creating a place to farm without it
the ideal solution is scaling potions still in my eyes
Some exploratory or other non-farming process for getting a Zerg-like effect
you don't find ideal zerg locations, you create them
it's just also effort
outside of aboveground ofc
you can find a location that would be easiest to make into a farm
i mean, i've stumbled upon workable zerg locations a fair handful of times
I haven't
not always but it's not an impossible task
I had to put my pickaxe to good use
on a suitable place
before taking any advantage of a zerg
that's certainly good, then, my experience just seems to differ to that extent
i've certainly had to do the same but i don't recall it being a prominent factor for me
it's pretty rare for you to get a suitable spot to just pop a zerg in like, say, underground evil / hallow without at least modifying it a bit
i usually have to do a small hallowing out of a little section for me to be in but beyond that i've usually already got a decent place on my minimap for it that i just go to
i also play on large worlds tho
I play exclusively large worlds too ye
ultimately i'm the one who suggested it should be removed and even i would have preferred there to be something that filled the void. i did make sure to be very particular about that
but if i had to choose between a calamity with zerg or without zerg, i'd have chosen without because it's more interesting to me personally
and that's really why this discussion can't get anywhere
it's just too subjective in its current state
hopefully that can change and the void can be better filled in the future with a more interesting, or at least more reasonably prices alternative
If we wanted to get creative like hec said, I'd go for a solution which might feel more engaging.
Like you'd have to clear out a large area, then set something up.
I don't know how NPCs detect houses or shit, but something similar with specific items in a certain area placed like a sort of ritual.
That kind of engagement might be more fun, I don't know.
And so it's not so easily repeatable you add something like eternia crystal in the sense that you have to obtain a trigger item.
That's the only creative solution I can think of.
I think forcing it to building smth like that wouldn't nerf a 30x spawnrate enough and anything lower too much.
What
Forcing one to construct a zerg ritual in every place someone wants to farm would make it incredibly weak for anything below a ludicrous spawnrate, but having a ludicrous spawnrate is the problem in the first place.
No not really?
And there's no saying how much you could adjust in that system, the length of the time you have, the amount of enemies spawned, etc
The main problem was the lack of engagement once you simply turned on Zerg.
i think having some kind of ritual style setup would make the spawnrates of something at least akin to zerg reasonable
there just needs to be some equal effort to outweigh the spawnrates really, and as long as that's apparent in whatever triggers i think it'd be an ideal middle ground
If the setup needed to use zerg to any kind of potential outweighs the time saved by using zerg, why use zerg in the first place?
The setup would be much more engaging and rewarding than just running around waiting for rng to stop fucking you over, even if it took a comparable amount of time.
...i don't think you understand the levels people are willing to go to just for an increase in efficiency of farming, especially if you're farming for a long time
like e.g. if i was trying to farm out sandstorms to gear up a server of 15 people
Also I don't think you're getting your words across sequence, I can hardly understand half of what you're saying 
think of it this way
If it takes 2 hours to farm a really good weapon for a boss
And 15 minutes for a weapon that's a little bit worse.
And 1 hour to kill the boss from 0 familiarity.
Which is the better option?
that 1 hour is subjective
First scenario sounds like a stretch even in Terraria
a player like myself would just use gear from the previous boss which would not fall under either 2 hours or 15 minutes because i know the bosses well enough to do that
:echthink:
meanwhile a player new to calamity might take way more than 1 hour to kill a boss with zero familiarity
so they'd want the better weapon anyway
With the removal of zerg low% drops are gonna get worse.
oh yeah they totally are
like conference call
like a lot
The time it would take you to farm the weapon would exceed the time it would've taken you to just kill the next boss.
you're speaking to the guy who has 4 conference calls without trying to farm them because he wanted to make an arena for the skeletron lore boost 🙂
Sequence what's your point here? You lost people from the first sentence and now the topic's shifted.
@ashen warren again, that is subjective - there are players that aren't good enough to beat bosses without the VERY BEST GEAR available to them
so they'd endure even 6 hours of farming
People do get better as they fight a boss, but I can see that.
My point is this: if zerg takes too much time to use then it's a net 0 time save
I was never lucky with conference call, might be also because I used peace candle+ zen potion when building my arena
Zerg is all about timesave.
Yeah and my point is still the same
The amount of farming and the mindlessness of it was the main issue zerg or not, without zerg just took longer.
I'm saying by adding engagement and more of a reward, even if it takes a comparable amount of time, which it really shouldn't, and we can control that, it fixes the issue of monotony.
..That implies that it's not zerg that's the problem, but the way terraria has grinding set-up.
Which I will fully agree with.

That is indeed what it's implying.
I was offering a solution to both to begin with, or at the very least saying that we needed one, whatever it is.
warframe farm design for terraria tbh

require fourteen parts for every material involved in a platinum shortsword

i don't think so
@ashen warren i wholly agree that the setup should be shorter than the payout, i think that's intrinsic to the idea of setting up a ritual or some other such object
or at the very least is more easily repeatable after its first occurrence like with zerg blood orb farming
you just gave me an idea I quite like
gonna write it out
Hi there.
hopefully this is non-specific enough
It's obvious that the zerg/zen nerf has left a lot of people feeling disappointed, however I propose a solution that doesn't touch water candles, battle potions, or zerg potions.
The meta of grinding set by zerg and the extreme fall in the patience of the community because of how brokenly strong zerg was can hopefully be repaired.
However the current mind-numbing nature of grinding in terraria isn't going to be fixed with a zerg nerf, and especially with certain materials, the zerg nerf has removed enjoyment.
This difference is like night and day, going from 30x to +60% is like comparing a bullet to a bicycle, except I'm not going to suggest to buff zerg.
Instead there's another item that I think would work, one that can help with grinding and hopefully engage the player, The Demon Trophy.
This suggestion would make it that after WoF is deleted you can now place the demon trophy anywhere, and with certain arena requirements fulfilled, right click it to bring up a menu of enemies.
This list could have stuff like enemies you've killed with potential "research weapons", or enemies you've killed a certain amount of times, etc.
What matters is the list, you could then pay money or resources to start a rush of the enemy/enemies you want, with them spawning at a heightened rate for a certain period of time.
Having it still work with zerg and so on would be the optimal outcome here.
Rarer enemies would probably still have a lower chance to spawn even with the trophy boost so it's not broken, and If needed drop rates could be messed with, or enemy ai made harder, but in essence it's a way to spawn the enemies you want to fight.
Why?
Somewhat obvious, an engaging but also time-saving way to grind specific items that doesn't bring back an incredibly unbalanced system.
starred
Any criticism?
I always want to make sure I'm not just spouting stuff that makes no sense 
Maybe should save it till later cuz it'd count as a chain suggestion if posted currently

The more chaining comes up, the more it feels overly restricting.
I feel like it should be made more clear what exactly chaining is.
Posting a suggestion relating to one posted immediately prior
(assumedly) Betinho is suggesting we revert the Zerg change because Zerg is shit now
and you're suggesting an alternate solution to that same problem, of Zerg being shit now
I guess I can see that?
To me chaining was when it referred to the other suggestion.
At least that's what I was lead to believe via the pin in this channel.
and the suggestion don'ts doc
m.
It's most clear when it does directly refer to it, yeah
But you were spurred to write your suggestion from his suggestion (or at least the discussion that resulted from his suggestion)
it was indeed the latter 
You could have one sentence referencing Betinho at the beginning of your suggestion and it'd be a clear chain
I'd say just
play it safe and save it for after 1 or 2 other suggestions get posted
Perhaps that should be added to the doc for clarity?
The 'save it' bit?
Something along the lines of "if your suggestion looks like obvious chaining by including one sentence referencing a previous suggester at the beginning of your suggestion then don't post it or wait until later" or smth
Yeah perhaps
Does anyone remember who's pin it was that disallowed chain suggestions originally
terry?
Thank you
I ask, because
@unique vector Could you help me articulate a pretty solid reason why chaining suggestions should be disallowed?
You were the one who disallowed em and I don't know if I could give a really good reason.
Well, for the ones with obvious chaining, they feel way out of context when sent to devs like "in response to this guy suggestion" then when the sugg gets to devs it either gets confusing or feels like we are missing context
As for not so obvious chaining, it just gets tiring
Remember the yoyo sugg train?
But well thats my grain of salt
jojo suggestions by that one guy
Now im gonna go before theres more complaining about zerg
Well the JoJo suggestions would fall under a different rule
and yoyo suggs would prolly go in Frequently Suggested
but I don't think either would count as chaining
because they weren't really, in response to previous suggestions
They were trends
@hollow shell
wrong
edit: specifically in response to the comment about chaining being posting a suggestion relevant to the topic of a previous one
chaining is, as it sounds, chaining from a previous suggestion
as in, being linked to
making a suggestion on a topic similar to/the same as a recent suggestion is not a problem
making a suggestion that says alternately to, or instead of, or following on from, or similar directly regarding a previous suggestion is the issue
as part of the point being made by the suggestion actually lies elsewhere
so if someone said
Give Brimmy a more accurate shotgun blast of fireballs in her cocoon phase to make the attack more significant, as it's currently rather inconsequential and easy to deal with.
and someone then suggested
Increase the damage of Brimmy's fireball shotgun blast in her cocoon phase, as the attack is too easy currently.
that would be fine
but if the response instead said
Alternately to that, increase the damage of the fireballs to make getting hit more punishing.
that would be chaining as it is linked to the previous suggestion
can you imagine the message "Alternately to that, increase the damage of the fireballs to make getting hit more punishing." showing up on its own in the dev server?
all suggestions should be standalones for that reason, hence why chaining is disallowed
the fact that "chaining" has gone from meaning "making a literal chain of suggestions that link to each other" to "suggesting something remotely relevant to recent ideas" is
very frustrating
Alternately to that, increase the damage of the fireballs to make getting hit more punishing.
⭐ 102 ✅ 3

Increase the damage of Brimmy's fireball shotgun blast in her cocoon phase, as the attack is too easy currently.
⭐ 102 ✅ 3
👍
I was under the impression that chain suggestions were disallowed in order to reduce crowding up #suggestions-voting with similar ideas, solutions to the same problem
Depending on the situation, it could end up with one of them political situations that I forgot the name of
Where you have two solutions to the same problem, so people's votes get split between them cuz they're choosing the solution they prefer, and so neither of them end up reaching 90
Yeah I added that an hour ago
Just remove the chaining words and post as is 
Nobody will figure that out
in fact I just read through chat history and seems like it was covered whoops
mmmmm

👁
Don't worry, This will never happen again. I apologize for not reading the pins before suggesting.
@weary helm Since I realize this is about to get delivered
What actually is your suggestion
There's no suggestion there
they want zerg pot/chaos candle buffed
i think it's "make zerg/chaos candle multiply spawn rates by 3x or 4x"
He’s saying that the current zerg/chaos spawn rate boost is ech and wants it buffed
Okay. That may be true.
I'm just making sure we don't miss his intent when we deliver the suggestion
Like, does he want Zerg specifically buffed? Chaos Candle? All four?
^
I think we can interpret it our own way as long as it's buffed in some way 
+1% buff
:angery:
I'd definitely be okay with them being buffed, I didn't star the suggestion because I didn't know what exactly I was starring
I searched for messages by him, he hasn't said anything since
Peace Candle was super convenient. You could just plop one down in your dungeon arena teleporter location and you wouldn’t have to worry about mages fucking with you before/between boss summons
The thing that made Zerg unique was because of how stupid it was
Now it's just Yet Another Spawn Raiser™
Maybe Zerg Potions and Chaos Candles were too over-the-top, but now they’re just shit
I didn’t catch the changes in #changelogs so I thought Chaos Candle was bugged after the patch
Cosmilite gel
Does this count as specific items sugg
just examples is all
he mentioned them being examples but ok
this does prove something, though
that something being that ranger's selection of crafts is rather. limited compared to other classes
Yeah this is a specific item suggestion
(the last major ammo type crafted, before anyone starts bringing it up, is Holy Fire bullets directly after ML is downed)
Either edit it to be less specific or remove the suggestion
k
could probably just delete the examples and people wouldn't complain
because somehow examples are specific items ig

either way, the point is that they'd like for there to be more bullets/arrows/ranger ammo in general
a wider variety of things for rangers to use with their shooty mcbangbangs and quincy, son of quincy bows that create i-frame ignoring exploding tornadoes
ideally we also need more ranger accessories; there's plenty of precedent for them to exist
that's just my 2.5 cents though
Idea: Devourer of Gods rocket: literally shoots DoG worms that eat tiles and bosses
apotheosis rockets??
yes but it has body segments too
sticking bullets
Dear god thats gonna be quite visual
You use these with onyxia and yharon turns into a porcupine

Scourge of the Seas and Dune Hopper should swap sprites
why
they wouldnt even fit thematically
beacause Dune Hopper has aquatic scourge's sprite and Scourge of the Seas has desert scourge's sprite
but... both come from DS
Scourge of the Seas has AS-type sprite too what
dune hopper, the rare variant, is the one with the odd sprite, so why would they be switched
I think the thing of it is moreso the Scourge of the Seas' sprite looking out of place compared to the other Aquatic Scourge drops
because dune hopper's sprite suits better with scourge of the seas
whether that's because of a variation in palette or just the other drops having older sprites isn't really something I can answer
but either way, both sprites would arguably be out of place regardless
Dune Hopper's sprite (as Scourge of the Seas) just less so because it wouldn't contrast as much with the other drops from the same boss
actually, now that I think of it, Scourge of the Seas looks sorta like a Dune Hopper resprite
that and the differences in palette actually cause SotS to stick out like a sore thumb amongst them
just simply resprite the other ones 

(thats actually the intent)

...how the hell does point in progression relate to how good a sprite should be
at all
cuz why get hyped over the fancy swords if they dont look visually better than anything else

because voltaic is a tier lower?
i had these conversations with spriters
everyone saw it that way
so uh, if i have to repeat this conversation here well....
because the guy was talking about it
and how dune hopper and SotS should change sprites
Honestly SotS is getting resprited regardless so this was mostly pointless
Jace confirmed he was going to redo it because it looked ech to him
Uh well then
Said smth about redoing nanoblack reaper and scarlet devil too iirc
AS stuff is still more likely to get resprited than SOTS 
SotS is part of AS stuff
checkmate
:cri:
well yes but still thats some odd logic
like "i dont wanna rely on calamity, so calamity, give me some armor"
yeah, I could've stated it better
like, "Calamity armors made from pure vanilla ingredients"
Hey, question, is discussing rogue mechanics fair game now, since the update is kind of out? i had an interesting idea for a sub-class of rogue weapons, and was wondering if such a thing would even fall under suggestion guidelines. I ask because it's kind of a gray area as far as specific suggestions go, so if i could have some clarification that would be cool. thanks!
note that i wouldnt suggest specific items, just an idea for a type of weapon
It does say specific item suggestions so if your suggestion is just an idea for a subclass, then it'd probably be fine
alright, cool
i was kind of inspired by how you can throw glowsticks without removing stealth.
i thought it would be cool if there was a subclass of rogue weapons that could be thrown out, dealing no damage but not reducing stealth, and when right clicking it would cause all active "traps" to do something that inflicts damage, consuming stealth and having different effects depending on the weapon itself.
I think some currently existing weapons could be adapted to work in this way, and it could be really interesting to play around with if it was implemented...
its not very fleshed out yet, but i thought it was an interesting enough concept to discuss
does sound cool though
yeah, i see what you mean sors
its totally fine if it isnt sent to the dev server bcuz its too specific, i do want to open the floor to talking about class mechanics though
I don't consider it specific item suggestion
in general, i think the stealth mechanic is way better now, but some nuance regarding its mechanics like having certain weapons play with the mechanic in interesting ways would be cool imo

YOU WOULD REALLY DO THAT MID-CONVERSATION 

anyway, i feel the gui constraints/headaches would be fun
why don't we simplify that a lot
demon trophy becomes a placeable item instead of a permanent +25% spawn rate
you only ever get one, but wherever you place it (and you can move it), it's like an ultra water candle
& it stacks with everything else
like "whatever spawn rate you already had, triples it"
something like that
Yeah but perhaps buff it since it wouldnt be permanently bound anymore
that's what i just said
Ah
I was typing it as you said it
meaning it triples zerg, triples battle, triples water, and triples them even when they are stacking
Yeah sounds like a good idea
i don't think anyone on the programming team wants to code a complex gui just to solve the zerg headache
could even make it quirky like x2^Z where Z is the number of active spawn increasing effects
water battle and zerg would get it up to 8x at that point
add chaos and it's 16x and at that point you've basically got old zerg
@ashen warren get here you nerd
stop rambling about your homestuck fetish and receive feedback
thank you
and realistically I don't think anyone's going to put in that much effort for a UI simply to solve a grinding issue when there are likely much more simplistic and effective solutions
also the 'research weapons' is
and i have no idea what to make of it
but selective zerging sounds amazing
selective spawn boosting is an amazing idea, yes
perhaps a series of potions or other utilities that increase the spawn rates of specific enemies or enemy types
idea: spawnboost potion that, when activated, boosts the spawnrate of the last enemy you hit
rather than ui fuckery
boosting the spawn rate of only one enemy sounds icky
the only thing that does that is the Clamity debuff
which does it by disabling all non clam spawns 
which is bruteforced iirc

yep 
Yeah all SS enemies check for Clamity before attempting to spawn
It won't have an effect, yeah
so like if I couldn't get a vanilla npc to spawn in the astral biome, I don't see how I can boost the spawn rates of an individual enemy 
I'd probably look into it more if I understood anything about NPC spawns
but I've never had a reason to look into that stuff up until now so 
Imagine boosting only pumpking spawn rate
I wanted enchanted nightcrawlers to spawn in astral biome
that would actually be god
but like Terraria commit not work so like lol
that's why there's only Twinklers rather than Twinklers and nightcrawlers

boosting only Pumpkin spawn rate
I'm sorry, did you mean:post-DoG Pumpkin Moon with literally any spawn rate boosts
Ah yeah, because mob spawns are defined in their own files
and we don't have Enchanted Nightcrawler files..
featuring fifty fucking Pumpkings at any given time
I tried to do it in global npc file or something
pumpkings aren't the problem when you die
I think the best option is to replicate the npc but when you catch it, get the vanilla critter
Yeah that'd be the best solution, prolly
Mourning Woods need to
not spawncamp tbf
that's
which I will do at one point
it all comes back to worms
Wow, I can't believe they're finally adding worms to the Calamity mod
I was wondering if they were gonna do that
vro,.,.
damf, such a revolutionary addition
worm critters with Worm AI when
soontm
oh geez I was playing wf what happened
People think your sugggestion is too complex/specific and hard to program
anywho
I could look further into this, if only for the purpose of providing potential solutions
personally I don't have a reason to look into specific spawns but either way I can take a look see at vanilla sauce and see what I can come up with
Ozz suggested just making Demon Trophy a special spawnrate booster
placeable
a special Chaos Candle
tl;dr: UI is retarded beyond belief to program so instead just give Demon Trophy a practical purpose as a general spawn rate booster
It's intended to be a way to have grinding not be slamming your head against a wall as well as timesave
If the idea was feasible then, that'd be great
but it would be really fuckin hard to pull off
but also like. I know firsthand how fucking stupid UI is to work with and I don't think anyone's realistically going to go through the effort to solve a problem like this
It doesn’t fit for calamity methinks
I think it would be an interesting standalone mod
especially given the seemingly-unnecessary complexity of the sugg
this is why I delved into the idea of a series of potions or other utilities that boosted the spawnrates of specific enemies or enemy types
which led us here
I genuinely think that changing how terraria does grinding would make it a better game
so do I!
but also it'd be retarded to get working because redcode is a fuck

tl;dr: the simple truth of it is that while I love the sugg personally, realistically speaking it's way too complicated and annoying to do to ever be done within Calamity proper
or just be done in general
having the spawnrate be buffed via a math equation was actually the original idea
the thing hec said earlier

hec was the guy who made me come up with this
hmm
would it be simpler if you could put banners in
like, burn banners for 10m of superfarming
No, because part of the problem is getting specific enemies to spawn
by the time you have sufficient banners you probably already have what you're looking for tbf
general purpose suggestions like yours, sequence, are too broad to be relegated to calamity mod specifically imo. It’s a great idea, but it lacks a real connection to calamity... there are items and concepts like that in cal I don’t nessecarily agree with, fluffy general balance changes that try to right terraria’s wrongs, and I don’t like that aspect of calamity too much because it doesn’t feel like it’s focusing on the unique content anymore
Unless you just mean, use any banners
as general fuel for Zerg
but I could see it being implemented anyways, it’s not like I’m a dev or anything
the problem is that there are fundamental problems calamity needs to address or the game can't really progress
there is bloat
dead ends
bad grinding
stupid ai
oof
I love the game, but when calamity takes terraria as seriously as it does you need to fix certain things.
eh, I see where your coming from
Oh we've been trying
If calamity went a more thorium route and stopped being super in-depth
then these wouldn't be needed in my book
I’d perfer there be a sub-mod called “calamity’s vanilla rebalancing” then I would be happy in a perfect world
I don’t mean to discredit what the devs have been doing to balance the game out to their liking
I don't know if you could convince anyone to just
stop caring so much about the game
Calamity tries to have a really tight balance
..on a game that has fundamentally broken balance concepts
I’m honestly glad it touches boss balance and such, because a part of calamity is it’s brutal difficulty and how it can augment fights to be super interesting
Oh well, i understand
but yes, the point of the suggestion was an engaging enough way to farm and a way to restore farming for something that completely snail-esque
I think it achieves that goal well honestly
Changing it to a chaos candle ripoff is a bruh compared to it
but idk, I see it working better as the focus to another mod, like how magic storage works
calamity: entropy's edge 
No.
Never because Goozma is already in Dimensions.

But yeah. I hate programming UI. I've already had to learn about it and it is an absolute fuck to get working.
It's why I'm wondering if there's any way to simplify the suggestion from a programming/developmental standpoint while retaining its original purpose.
that's what I'm trying to think of
it could be changed to just spawning like 200 medusas or whatever but I still can't think of a good way to select anemones

How about giving each enemy a "Data" drop that only drops when they're killed with these research weapons(to prevent inventory clutter), and these drops work like eternia crystals for the demon trophy
Not sure if this solves anything?
It solves the issue of UI, but then it probably brings up a different issue
Ideally, from what I can think of, it'd be a series of potions or other utilities crafted with various materials that can temporarily increase the spawn rate of certain entities (e.g. Pumpkings, Ice Queens) or entity groups (e.g. profaned creatures, rare Dungeon enemies).
But as I've mentioned before I have no idea how feasible that is.
Yeah I guess that solves one of the two big issues
The other big issue being specific enemy spawns
perhaps biome packages?
Yeah the core of the suggestion is essentially making a ton of enemy-specific events, and events are 
500 stone and a zerg pot crafted together
drop in demon trophy
Caverns rush
¯_(ツ)_/¯
okay so problem with research
I have no idea where enemy spawns are handled in vanilla sauce 
or how they're handled, for that matter
it's really stupid
every biome or event has a custom spawn number
the fastest in the game is 20
slowest is 600
there are 60 ticks in a second right?
Every tick there is a 1 in [spawnrate] chance an enemy will spawn
So with 20 it's 1 in 20
With 600 it's 1 in 600
this is from the vanilla wiki btw
So this altered demon trophy would make a specific enemy's spawn rate 1 in 20?
And it doesn’t affect events either iirc
well the original suggestion was rather simple
You used it like arma or def, and lost like all your defensive buffs.
However it "doubled" the spawnrate before zerg and so on.
so it'd halve 600 to 300
then zerg, battle, and water candle would reduce it further
I like that
@swift bison seems to be a fine suggestion
I think that person should have a 1 month "watchlist" role so that they're strictly monitored after the pardon, and after that month they're not feeling the mods breathing down their neck.
^ yes
given that that is what the "warned" role already is ill add that to the suggestion
the whole 1-month watchlist thing is already a thing
isn't that what being warned is?
in terms of ban appeals, we’re still trying to come up with a good way to approach it
and yes that is what being warned is
it’s not an important issue rn since not many are willing to appeal for a ban
that was my impression as well
i actually thought there was no method of appealing bans
you can if you DM a staff member
oh, ok
main problem is, you won’t know who’s staff unless you ask around a lot
ye
Would it be alright if I were to inform certain people who were previously banned but now (as far as I have ever seen) act as upstanding internet citizens that ban appeals are possible and how to go about applying for one
isn’t that how it works currently? people ask around for info on mods on this server and DM them?
Does setting a spawn point near the polterghast arena and kill the polterghast after being killed count as cheating?
I like the Silva one, let's vote bois
thoughts on the zerg pot change - why not make several 'tiers' of buff pots
like say there could be one made using unholy essences or something that works similar to the old zerg in power
and weaker ones you unlock as you go through (pre)hm at various stages, like say a post-golem upgrade
same would go for zen potion
that way it wouldn't immediately trivialize farming for the entire game while being a powerful option for end-game farming for those who want to use it
not exactly a new idea, and is also one I object to by virtue of overdoneness
¯_(ツ)_/¯
Tbh the zerg tiers could work
The Silva magic instead, I could see it work wonders if implemented like this, really helps as a higher risk-reward
o
@quartz hare I'd appreciate it if you stuff all that into a google doc
Then have a small summary of your changes, with the doc link.
tested by myself + some info from wiki
mfw testing on dummies but not on the dummy thicc boss they're meant to be used against
^
but i cant just say "its bad lole buff it"
With dummies ele spear would be fucking useless
But in reality it shreds provi a new one
So yeah
Also
Literally no gear
My dude do you have any idea how much dmg youre missing with no gear
yes
Reminder that old p90 literally depended on one accesory to make things eat shit
solstice claymore is useless? hold on
solstice claymore is something I've never tested
holding on
I'll test it rn if you want
Please do
Mfw
Also testing on dummies isn't the best way to dps test
Ein tested it and killed provi on 3 minutes
yeah test it on provi mainly, not dummies
i will test on provi too
dummies don't give accurate numbers
in that case
I'll do the testing, you don't have to worry
about 3 and a half minutes and around 6k-8k dps, is that good enough for you?
may I leave my input
no 
because I will now assert that ark of the elements is wildly overrated sometimes
not saying that it's a bad weapon ofc
Its decent but not absurdly strong
isn't it very easy to get too
I think
Ark of the Elements is surprisingly weak at its fullest power (9.5k; even star wrath was better). Still very good overall
Devastation is like Swordsplosion but not as good in terms of crowd control (16k on provi who is a large target; 4k with some spikes on guardians who are small and fast).
Elemental Disk is short-ranged, hard to use, and iframes exist albeit not that bad (9.5k avg on provi with a negligible boost for guardians; king of dps spikes)
Elemental Lance seems really bad at first (6.5k) until you start to do some true melee (19k). Pretty hard to use for crowd control due to the large spread.
Elemental Shiv is pretty strong when used correctly (14k, 19k with true melee). If an enemy moves vertically a lot then it drops (6k). It drops even harder if you can't even hit the target. Not recommended if you don't know how to use. Goes sicko mode after Provi finishes her cocoon attack (potentially spiking to 18k!)
Greatsword of Judgement is decent but definitely not as a standalone (7k). Worse on fast targets; overall not beneficial as support for bosses
Omega Biome Blade is consistent and easy to use due to its homing (11k). Also good for fast targets such as guardians and Provi herself.
Plague Keeper is consistent but very underwhelming even with Plague Hive (7.5k with and 6k without). Bees can't really catch up to fast enemies neither.
Solstice Claymore isn't that good without the power of true melee (9k without, 16k with)
Star Wrath is somehow better than Ark at its prime (10k). Falls against slower enemies. Especially hard to use if a target is offscreen. Doesn't even pierce
Stellar Contempt is decent but flares are easy to miss. (13k)
Swordsplosion does well on large targets like Provi but not worth the farm though worth the mention (16.5k). Horrid on small fast targets (3k)
o
I think kill times are important
Also doesnt ele spear get like 14k dps spikes without true melee?
Last time i tried it did
Also is this glass cannon?
kinda
there's no crimson effigies nor alcohols
but there weren't many defensive accs either
this is tested when some weapons are buffed and nerfed/reworked
ele lance was one of them iirc
Well then
ele lance was nerfed but buffed in true melee afaik
so I didn't question the number there
And with no gear still?
yes
.
no gear is bad
ik
solstice claymore is bloated in base damage so the more damage you have, the better the gap is from ark
at least I think that's how it works 
taking defense into consideration and all
It'd be actually opposite
The less damage buffs you have, the more effect defense has on you
So solstice would end up in a great benefit compared to said ark if you use both with no gear
Well yes but
the problem is, you always want to maximize that gear
also solstice changing depending on time of year is pretty interesting 
is it really though? 
use luxor's gift with solstice and suddenly double / triple the dps from the projectile
luxor's gift barely works with a lot of the postml weapons because they aren't a single-projectile shot or anything similar to the point where luxor's won't add that much damage
but solstice has high base damage and is single projectile
Speaking of Luxor's gift, the summon effect. Is that supposed to be on a timer of like 15 minutes? It keeps despawning without giving me any lead on when it despawns.
Projectile limit maybe
You could argue it's kind of different

Grax aint a hammer
The what
Hold on, last time i checked it wouldnt remove walls
It is a hamaxe
:confusion:
Grax removes walls and trees
Grax is a hamaxe, ye
it has been a hamaxe for a while now shx
Thats what a hamaxe is for

Well mine rarted i suppose
The axe part is decently fast for post-ml, but the hammer part is what im focused on now
Question, when we remove walls, why can't we do it in the centre of the huge amounts of walls and we have to start from the edge of the walls
Something something, bad vanilla code probably
whether that's intentional or not is up to your own interpretation, but I doubt it isn't or it wouldn't exist in the first place
tl;dr give the grax the aforementioned crystyl crusher-esque wall-destroying alt-fire
You dont do that accidentally
fixes both problems
Such a pain when you want to make a base in a place with natural walls
yeah it's annoying if you wanna make a home in certain spots with lots of natural walls everywhere
with no reliable locations to work inward from without it taking eons
e.g. the amount of bullshit I had to go through to make a Sunken Sea home for Amidias--
relatable
Yeah I agree the guardians should all be one buff
If heart of the elements got it, why can't PSA
Might as well remove that bonus minion slot from offensive guardian
@near crown just because wulfrum is meant to be like tungsten, doesn't mean it was intended for only be for one world type
the goal was to have a simple and easy way to get class specific armor pre-boss
It's a neat concept, but not one that I think will see much traction
Fair nuff, theming's major 😂 though
on top of that, nobody's going to sprite another botched pre-boss armor
German tungsten in silver worlds
@spice cedar Re-adding the old scal fight is off limits
Iirc scal isnt gonna get nerfed anyway
ah fair
so she won't be nerfed, she'll just be degraded to normal boss status?
deleted my suggestion
When I heard Scal was no longer gonna be classed as a superfight I assumed that meant some hefty stat nerfs but ig it makes sense to not
@rain estuary another brief thing you MIGHT want to add is the fact that music files are much smaller now, so it wont be too problamatic
Why aren't they music boxes, anyway
Some of those are great tracks, it's a shame that they're going to waste
Also
I've said before that we need more enemies
But I wasn't sure what could be added
Now I think i got something tho
Add a few enemies to different biomes that push the theme the lore establishes for them
I.e. Crimson enemies that hint at how the entire place is Cthulhu's still-living remains
Or Corruption enemies that fit the "evolving by conglomerating" idea with the Hive Mind, splitting into smaller enemies on death or combining into bigger, stronger ones over time
And/or hinting at the fact that it was made by this unknown ancient civilization
Can I just say I hate the Anti-Cheat effect on bosses?
well you just did
oh
ok
I'll leave then
I saw that someone suggested to remove it in July, and it got a Green Check Mark. So I don't think I should suggest it again.
might
then they'll just add it to the new, later-game bosses
and the problem will still be there
@wary flume better yet, add that feature to Grax, ik I'm late
How about an NPC that helps you find world generated loot easier / giving that functionality to an existing NPC (such as the Wizard), perhaps?
By giving the coordinates of blocks you put in a slot like the guide does
Dang. I thought that was a really cool idea. Maybe the Wizard would've put his crystal ball to use or something.
who knows
please don't worship people.
there's no need to point out that someone is potentially using a channel solely due to their status as an influental community member.
I was trying to say that a great suggestion is incoming but ok
Still contributes nothing in any case
this is pretty funny timing because i was just thinking about suggesting "easier" double jump bottle recipes
but yeah hermes is quite literally dirt cheap atm
however, swiftness potions aren't a perfect solution
starter bag gives you 3
iirc the recipe was made because fab's patience when getting the boots (dont quote me)
what's the current hermes boots recipe
10 silk
Water walking boots has 8 potions in recipe iirc, which is pretty far from 3 in the bag (if the recipes would be done to be equal)
here it is
tru but water walking boots are much rarer
so i'd expect that to be a factor in the recipe
(and much more useless)
Mayhaps, doesn't sound too bad
Well, feather farming is a bit wonky early on, but that's the price to pay for not going underground too much
Plus more guaranteed
ye it seems like a reasonable compromise
also spices up early game a bit more
also goes in tandem with the idea i had
What would be the easier bottle recipes tho 
what i wanted was more environmental crafting recipes
you know how you can craft a water bottle by standing near water with a bottle?
now apply that to cloud blocks, a blizzard, a sandstorm, and haha tsunamis are a meme
I'm just curious
Also hmm, I see where this is going
and theoretically expand upon it for other things as well
tsunami in a bottle requires standing in Duke Fishron's sharknadoes
excellent

Get rid of feathers in sandstorm bottle recipe when
We got, like
10 (different) feathers in there already
actually, why does Sandstorm take normal feathers
given it already requires Desert Feathers
Ice bird when so it can drop icey feathers for blizzard bottle recipe
Ice golem chuckles in distance
GRRR
Btw
Did you guys give wings certain effects for the sole sake of giving the fuckton of useless wings in the vanilla game a purpose
that was the idea as i understand it yeah
Yes
Nerf moab and maybe i will use other wings
ok time for the verified youtuber suggestion chain
chains eww
don't worry i'll get warned for chaining and then we can start a warned chain
unfortunately, however, the muted chain was cancelled for some reason. 
Actually
Crafting a sandstorm in a bottle only in the midst of a sandstorm would be interesting
Since it locks that recipe to post ds
exactly 👀
and maybe you should be able to get tsunami in a bottle during rain or something
yeah tsunami for me would be ocean during rain
though it's not really used in anything afaik, at least not bundle of balloons which is what really matters to peeps
Fart in a jar in the sunken sea maybe?
we can just remove that item from the game frankly
problem solved
Unfortunately Fart in a Jar cannot be removed due to it being used in the Fargo Speed Soul
Fargo can always just adjust the recipe
Pretty much anything you do to vanilla items will conflict other mods
it's the only way to salvation
Btw uhhhhhhhhhhhhhhhhhh
the modded community as a whole must reach this conclusion
Is there gonna be a new armor to fill the gap between yharon and calamitas once draedon comes out
:echthink:
Probably gonna stay auric tesla
when has calamity ever cared about breaking other mods
just fix your mod around it lmoa
Probably ever since Thorium and Calamity worked together to disable Warp Core during DoG
:echthink:
well that was the case of thorium breaking something in calamity
when has calamity ever cared about breaking other mods
just fix your mod around it lmoa
Sulf Sea/Abyss and Aquatic Depths.
ok can't argue with that one

Omega core vs DoG
still doesn't change the fact that the only examples are with thorium and calamity
because Thorium is the only major example that Calamity makes an active effort to co-exist with
there are likely other smaller examples, although I can't think of them
fargos
masomode still barely works in rev+ but at least there was an attempt
It's mostly with Thorium because hey who
Guess what the two biggest mods on the browser are
And guess what two mods people tend to play together with
i wish there were post-ml bard and healing stuff that goes along with calamity progression
but i doubt that's ever gonna happen
We are literally two opposites
The only reason they're played together is because people want coolness
thorium adds a lot of enemy variety that fits well with vanilla
you barely use any of the actual weapons since calamity stuff is almost always better
but all the other stuff besides the items fit well
the only real problem is the throwing class
would be amazing if there were any compatibility between that and rogue
but it looks like that's never gonna happen
there's some semi-compatibility between them
(throwing boosts rogue, but not the other way around)
even thorium throwing?
yes
huh didn't know that
you seem to forget that throwing is a vanilla class
i thought thorium recoded the throwing class much like calamity did
too bad they can't flesh it out at this point or else they'd have to make a 5th lunar pillar

Seriously the potential in a celestial invasion about aliens taking over terraria and it's just
"Kill 150 enemies and then kill this literal floating target dummy"
ikr
couldnt it be more like a raid in minecraft
where you have waves
and at the end of the 5th wave ML spawns
with like 30 seconds inbetween each raid
The waves stuff reminds me of suspiciously similar concept no one likes
🅾 🇴 🅰
OOA is an interesting concept with botched execution
the thing is
OOA is a good concept done bad
Agreed.
Debatable.
Generic enemies, land requirements, no creation/destruction allowed, ungodly long buffers between waves, and an interesting boss fight that you won’t see because you have to kill it in under 20 seconds
That's the OOA all right!
It’s either generic walking mobs, flying enemies that home in on the crystal, and the occasionally rare mob that does something that’s not the aforementioned two
responses:
- enemy distribution is way too simple, yes, but also there are tons of enemies from both directions, it's similar to why Solar Eclipse enemies are relatively simple despite largely being post-Plantera
- land requirements are so shit doesn't fuck up
- Creative Shock is fine, if you ask me
- wave buffer time is way too long I agree
- who the fuck fights Betsy in the first place for any reason other than her drops and Defender Medals









