#suggestions-discussion
1 messages · Page 1128 of 1
it’s useless lore tbh
So yeah, making them spawn instantly or increasing their spawn rates would be very good
yes
i do plan to make a sugg on vanilla npcs
espically goblin
and mechanic
those 2 are echdemon to find
like why take the trouble of bringing him underground and tying him up? him fitting in with the goblins and then moving in when he’s free since you killed them makes so much more sense
Exactly
Bed that makes it reverse time yeah or nah
fair
nah
Eh it's a bad idea
We have the cosmolight
Also impossible because if it reverses time then like traveling merchants will have to respawn and sell the same suff
Stuff
cosmolight should use mana or be on a cool down
And rain, solar eclipses, blood moons, frost moons and pumpkin moons
And many other stuff
Also buff maybe hearts
I wonder how the 1.4 bed thing where you can sleep through multiple days will affect the cosmolight
nothing is impossibel
When you see it ^
Yeah it'd be possible but it'd be really screwy :P
can you not
Bruh elements awoken has melee whips how
not the right channel for that

May i ask why? it would add nothing good to the game, it would just make it more worse
Yeah
It is already negated for bossfights and spamming days and nights won't do much other than
Travelling Merchant cheese?
200% sure cosmolight trade cheese doesn't exist
If you can somehow stop in game time as well, you prolly could
I mean you can get him to spawn basically all you want by spamming it byeah
yeah but i think it wont make his trades switch with Cosmolight
also mana wouldnt make any diff tbf
you just just mana pot or like
wait a second
ye that would be an unnecessary change
I dont think you can spawn traveling merchant with cosmolight? it doesn't really like move the time to the future, it just sets the time. For example you cant bring angler a quest fish, spam cosmolight and take a new quest, you still need to wait for the day to naturally end
You can't spawn him, yes
The code for the Travelling Merchant's arrival is bypassed
make a google doc
ok
and write a short summary

mh
if you're having trouble making a sugg in less than 2000 characters you might want to learn how to make shorter suggs
also dungeon is also made more annoyingly harder in 1.4
landmines 
would make dungeon more harder
one use trap that doesn't spawn back but it will make your dungeon visit a living hell
and isn't the dungeon also being reworked in 1.5
more harder
1.4 tmod will add crumbling blocks 
nvm
prolly write a summary with it
otherwise youd get atleast 8 votes from those who bothered reading

atmost*

though uhh, wall of text suggs aren't always doomed

Philo without mentioning his rage rework sugg for 5 seconds challenge
Keep in mind that no one has the patience to actually read a long text. They either just skip it or give it thumbs up since a lot of text = good suggestion
Go
h
thing is
this thing is 3k words long

jesus christ
i am extremely bad at summerzing things
remove the water

?
"water" is text that doesn't contribute to anything
hahaAAAAA yes you have to make shorter suggs to stay within char limit, yeus
this is important stuffs

?
haha
😕
you should conveniently ignore the fact that I myself am awful at summarizing shit because I feel like I need to say a decent amount to get my point across
:)
and instead focus on what is necessary to stating your point
flashback to that sugg when you wrote "in short" and then proceeded to write an essay

that really narrows it down, yeah
sorry but you're gonna need to be a little more specific than that 
lmfao
I do that shit all the time (and I think people laugh at me for it when I'm not listening, but that's not the point)
point is, when making a sugg, you should focus first and foremost on what exactly you need to communicate to get your point across
every bit of a sugg should more or less be important to proving your point and selling the general public on your idea
^
Excess doesn't really help that much, except if you need to really accentuate a problem (like Post-Golem
).
a problem like Ravager, perhaps--
:omegafailure:
gg
byeah
excess isn't useful unless you really need to give the nitty-gritty of it (this is usually only applicable for justifying the suggestion of larger-scale changes, such as my Verstaltite sugg a while back, or the 3 or 4 times we've collectively suggested that Ravager become the dedicated Bloodstone boss despite the knowledge that it'll more than likely never happen)

if you're hitting the character limit you're putting too many details in that no one is going to read through or care about.
Cut the details about how you would fix it, that's up to devs anyway
Remove any descriptions of anything that isn't vitally important to your main point (....5% to blah, blah, and blah, and 10% jump speed)
what the fuck
i already cut a ton off
indeed
how did you go 708 characters over limit
it used to have 3k words as i said
you've still got excess

this is like
evil island dissertation vibes
no, not words, characters
characters
it's a character limit, not a word limit
and I know that limit because I hang out with it pretty often thanks to the amount of suggs I make that nearly reach it
Br


also if you're using up the character limit your sugg is gonna look ugly as hell iirc
not necessarily, although it does mean it's gonna be a Big Chungus-level read
line breaks and dashes can only help so much when you're reading a college thesis
which leads into the other problem:
people do not want to read a 2,000-character essay on a QoL change (or anything that isn't large, really)
they want some information on why you think the way you do, perhaps, but usually not that much
i'm fairly certain that there hant been an approved character limit suggestion
you gotta be able to keep your suggs condensed and to the point

my sugg's change can be gigantic
i almost wrote my mod's proposed content as the sugg 
then don't make it gigantic
which is 5k words long 
it's
bc it's gonna be gunned down as too large content.
not hard to not make something big
...it occurs to me I should've asked this when I first got here
what exactly is your sugg
but i thought i should summarize it and made this
post it
.
no I'm too lazy
i didn't care to take the time to read all of it for obvious reasons
I don't care either way I wanted to bait out a short explanation because that's all you need
it was being edited as i read it so i couldnt even try
impossible
hmmm
i'm editing it to make it shorter

can't
"For example, dart traps are relatively visible, deal little damage and have a shot cooldown, hence they pose no threat as you can block it off/mine the dart trap or just tank it. The spikes only inflict bleeding(which is a very minor debuff) and deal little damage. Spikes can also be mined up with any pickaxe, which makes them pointless as even if you don't mine them up, blocks/platforms exist."
This entire thing can be summarized as "Most of the traps deal very little damage and can be avoided easily."
can you summarize your reasoning for me? why do you want this to happen?

the dungeon have so much potential
but it's wasted

i mean the dungeon is optional :)
(it's also triggering me)
i'm not pinging you

the Dungeon is in fact not optiona--
wait fuck Eidolists spawn in the Abyss never mind
anyway
layer three yes
:)
hage
The dungeon is probably one of the best biomes currently. It has content in exploration, enemies, and is visited multiple times without losing both of those values.
92 char too long
yes
post skull
post plant
post ml
wdym hage, low% doesn't need dungeon
Turn off ping replies.
with imksushi and funky positioning you can chose to never enter the dungweon
It's unnecessary.
bruh
moment
it isn't but vanilla low % sucks
you need to beat skeletron

it's not necessary
if u get a mod with a fish crate seller and a golden key crafting recipe u can do many things
you dont have to enter it
vanilla low% more like playing the game normall 
it's not necessary to enter the Dungeon but it is necessary to kill Skeletron in vanilla
yeah
but there's absolutely no reason to not get shadow key in calamity
because you need to do so for the cultists to spawn
unless low%
how so
which you only need one phm boss
...so I guess either way Dungeon is optional
I hate this
I hate everything
...wait, no, that's just my normal state of being
why the fuck wouldn't you go to dungeon

:hdflr:
either that or it's a funky YouTuber that nobody watches anymore, pick your poison
with funny actuators and long readch both structure are not required
temple
Let's be real dungeon is practically not optional since do you really want to spend several hundreds of hours farming eidolists for ectoplasm?
remove dungeon
^^^
death mode alr buffs it i think
Isn't the idea of buffing dungeon's traps really simple and also done by vanilla with the whole spike pits in 1.4
yes
I mentioned it earlier
1.4 actually does like everything I'd expect Dungeon to have added to it
my only real complaint with 1.4 Dungeon is that you can't break crumbling blocks with weaponry/projectiles
that is the only change you need to apply
ye

i mean if u want an actual dnd-esc dungeon then u can add puzzles or smth
hage
this
i still dont know how crumbling blocks work
arena blocks are the perfect example
not the channel.
like when u use golden key u have to do smth to get it open while enemies are firing at you
basically you walk over them and there's a possibility they break, much more likely if you hit them at high velo--
oh yeah I need to
okay

-27 
there will be time to nerd out over 1.4 Dungeon later I'm gonna read this doc and then make a summarized version of it in less than 5 minutes
watch me
anyway I just see the sugg redundant since dungeon's already buffed in 1.4 whenever tmod 1.4 comes out lol
i just need to yeet 27 characters
i mean the entire mod is gonna have to be revised
gl

no more pre boss hellstone :(
noo my progression breaks 
@warm scarab Remove the part about dungeon weapons being bad.
why
i need a reasoning-
wait
Look in posting.
Make the Dungeon more dangerous and buff (or rework) the items found in Gold Chests.
❔
The Dungeon has a large amount of potential which Calamity does a bit of expansion upon, but due to the addition of Abyss Chest weapons and the Slime God's drops there's even less of a reason to gather its loot than in vanilla --- and with Calamity's incredible mobility options even early on, the Dungeon becomes virtually a non-issue for anyone worth their salt. As a result, the Dungeon should be made more dangerous to account for Calamity options, and the items in Gold Chests should be adjusted to ensure there's a reason to get them instead of Shadow Chest items or Abyss Chest gear.
bam
balancing is yeeted

what's my time
trick question, it's less than 5 minutes, as I said
that took me no time at all
lmao

laughs in "Remove any descriptions of anything that isn't vitally important to your main point"
yes
so i yeeted the weapon part

do not underestimate my ability to summarize
you do not have the power to comprehend the number of times I have had to do this for my own suggs, let alone somebody else's
most weapons are myths anyways
why dosent wiki feet have the feet i want on it 
wtf?

and how is that related to suggestions
good question 
wip suggestion
add more feet to wikifeet
There just is not enough. i want more
wtf
have fun with your mute :D
anyways dunegon weapons arent that bad tbh, the ones added by calamity mostly
Vanilla Dungeon Weapons are awful.
Calamity doesn't add any Dungeon weapons
There's like 1 decent vanilla dungeon weapon I think?
Either immediately upgraded or just plain outclassed (or Aqua Scepter).
there's one decent vanilla Dungeon weapon
what?
and that weapon is Water Bolt 
I was going to say Magic Missile
that doesn't require dungeon
but that's only 1.4
there are 3 and threy pretty good
Flare Bolt
frost bolt
if you judge by stats, the Handgun, Aqua Sceptor, and Water Bolt are all great
1.4 Magic Missile is also pretty pog but every time I bring up 1.4 being good people are like "Calamity isn't gonna be on 1.4 fuck you" and I'm just like "bruh"

Muramasa was great a while ago but it kind of fell to the wayside when the Night's Edge became a thing
Handgun is good until you upgrade it 2 minutes if that after getting it
Muramasa used to be god
1.4 Magic Missile is indeed pog, calamity is just not on it so I would like it to get a buff until then

To be fair even mods kinda discouraged it so that's nyech
it then got nerfed into the ground around the same time NE got introduced and it has never been able to be viable since
nyech?
no matter how many miniscule buffs it received it has never been as good as it originally was, and it likely never will be
NE just needs to be locked behind SG.
i wish killing the night's edge wouldn't disrupt the progression of every major mod in some way
Night's Edge behind SG can be nice ig
slime god is usually fought pre-skeletron
especially in a mod like Calamity where the delusion of being able to fight a boss with an actual melee weapon without it being the size of Saturn is a pipe dream at best
?
I mean are we already not doing that with Early Hardmode changes
SG is intended post Skelly, pre Woffle
no?
if i remember calamity's hardmode progression rework is optional, behind a modconfig
yeah SG is usually, and intended to be, fought post-Skeletron
it isnt that hard, especially if your point is that dungeon/post skele weaponsa rent great
If you can beat SG preboss, congrats! Doesn't change the fact that it's intended to be fought post skelly.
its still intended post Skeletron
easy or not
your choice to fight the second hardest boss in pre-hardmode without abyss weapons
Ye
it does
didn't hear of that. kinda stinky but understandable.
Muramasa viable on slime god when
drops
tbh slime god is post skele but mostly bv of aero wings
I was thinking:
Maybe Muramasa rips through DR?
unless you meant Golden Chest weapons, that is
Golden Chest weapons, no yeah
Otherwise Dungeon has cal weapons, at least enemy drops
Like if you hit an enemy with the Muramasa, they lose DR?
Cue no one actually knowing what Shinobi Blade is
yes negative dr is intentional

I know what it is
...oh yeah
theres like, 3 drops yea
Shinobi Blade and SoN exist
i assumed you meant golden chest loot at first
(and Ancient Shiv, but. it's Ancient Shiv. nobody cares)
also, i don't think this suggestion is in particularly good faith
which one
the one i thought we were talking about?
the one in #suggestions-posting?
most recent one?
There's two about dungeon in posting, just making sure, byeah.
Dungeon is honestly in a fine spot overall, especially when compared with something like the Hallow or Brimstone Crags.
I guess that is true
Dungeon is revisited fairly a bunch in cal beyond initial ones
It's not nearly as good as the Abyss but the Abyss is also a modded biome with a ton of love and care put into it.
lol
we can see a lot of the dungeon enemies gets easily stunlocked by weapons from all classes(melee have mycelial claws, rangers have pumpler, mage have tradewinds, summoners have belladonna, rogue have mycoroot) and have too little defense/health to not get killed in singular hits(i.e. meteor fist 2-3 shot dungeon enemies most of the time).
isn't this more indicative of the weapons themselves than the NPCs? in vanilla, the options for things you can stun lock with in the dungeon is a lot more limited and it'd be pretty easily to add resistances to a group of NPCs to prevent this
immediately following that is praise to cursed skulls which i don't really get at all
they're never a threat unless you have no patience
There's a reason I had like 4 question marks
they spawn uncommonly and aren't particularly aggressive enemies, so getting hit by them is unlikely unless you just avoid giving them any respect whatsoever
And if you do enjoy actually giving them respect, they sit in the wall until some bone boy smacks you in the back of the head and you go back to giving them only slight respect.
bone boys can't do much to you at range so you can just kind of wait for it, provided you're in a position where you can go into a fairly open area or you're not absolutely surrounded by skeletons below and above you
they sound much more dangerous on paper ig.
I get swarmed occasionally tbh, especially when actually exploring.
@hybrid talon you need a reason
you aren't allowed to suggest references for sake of references either
yeah
and if asking for a general shotgun then there are plenty
Soma prime and Rubico prime are both dedicated weapons btw
Using dedicated items as a reason is generally not the best idea
I'm thinking like a zenith type shotgun (maybe post Dog?) that would be a combination of other shotguns
hell no
Dedicated weapons are whatever the FUCK
So yeah
Not a good reason to balance your sugg around
we're not adding a zenith-type weapon, especially for a specific thing such as a shotgun
that also is not a reason
Maybe not that but still
And the reason is that there are not alot of post-ml shotguns
There are a lot of guns
If you want to go further than that, it would never be accepted realistically
Ok
You could potentially use a lack of post-ML shotguns as a reason
"Too many machine-gun type weapons, and the only ones that fire slowly are sniper rifles, leading to a lack of variety"
@ashen warren only post actual suggestions in that channel, please
Underground astral is already getting some more stuff iirc
and, I believe, they are adding stuff to it
How are the pylons going to work when 1.4 is included in the tmodloader
Is there gonna be new ones?
We'll see when we get there
maybe
You'll have to wait and see
Depending on how they're coded we may be able to add new ones
(I hope that we're able to, I have some ideas)
Nice
What if the sky limit was heightened and we add more to it or do you think it’s perfect
Aka space
We used to do that
to fit our Planetoids
But it caused a lot of issues
so we reverted it
Makes sense
Stuff regarding Layer height definitions becoming inconsistent (including where the proper Dungeon starts), and the obvious issue of the full map extending off of the background
👍
It would probably have to be programmed from the ground up
It'd definitely be possible but it would not be easy
considering how long for tMod 1.4 is taking, and that already had a working version in 1.3
I keep hearing the devs of terraria say that it’s not possible
It would not be possible to just take our current tModLoader and apply it to mobile
I don't know much about mobile's code but I have to imagine it's VERY different
Yeah
by "not possible" they mean that they would have to rewrite it entirely
This is offtopic now
Lil bit
Lil
(Mobile is very different
XNA is only a Windows thing
it might not even be coded in C#)
Indeed
I heard something about how there’s gonna be bigger bosses than supreme calamtas
Later down the line yeah
The upcoming update has a boss that is the same level as SCal
So, a new final boss technically
The final boss spot is shared between them
It’s gonna be crazy once it comes out
(Upcoming stuff isn't for this channel
)
Throwing or Rogue?
Aight
We're not gonna touch Throwing
Cuz that's getting removed in tMod 1.4, vanilla changed it to be a Ranged subclass
Anything we add to Throwing now would be useless
Then rouge
That's why we added our own class, Rogue, which would last through the removal
Yeah
We don't have a pillar for Rogue but we do have Meld Blobs/Constructs which serve as its fragment
Oh
i thought tmod was gonna keep throwing for mod compatibility
I've heard mixed things about that
I think their original plan was to keep it for compatibility but they later backed out on that decision once development started
They may have re-changed their minds again? I don't know
it's complicated™️
im assuming rogue doesnt have a pillar
It doesn't, currently, no
cause pillars suck
Yeah
Any kind of new pillar is a controversial idea
Thanks in no small part to the Tremor mod doing it, and people do not like the Tremor mod
honestly if they made a new pillar when they revamp the pillars i would be down for it
I can't say, I'm not a tester
No problem
Im not a tester but i can say that stuff is getting fixed and balanced and it should be fine next patch
Rogue has/had some broken shit that has been taken care of
inb4 you rant about old die for another 3 hours
oh no
(:
Anyways both (and glove of recklessness) die next patch
And stealth is gonna be epic next patch
So wait for next update to suggest balance suggs
for what you can and cant suggest
Can't wait because I love the rogue class
you'll be in for a treat
Since #suggestions-posting was created (20 April 2020), there were ⭐ 2657 suggestions. Of these:
✅ 805 were delivered to the dev server/mod voting
👍 446 were approved
🚫 162 were rejected
☑️ 66 were bluechecks
🏁 106 were implemented (34 of these were implemented before being delivered)
Which gives a grand total delivery rate of 30.3%,
an approval rate of 16.79% (55.4% of delivered),
and an implementation rate of 3.99% (rates: including "instant flags": 13.17% of delivered, 23.77% of approved; excluding "instant flags": 8.94% of delivered, 16.14% of approved)
Link to the previous report: #suggestions-discussion message
Oh boy, it's almost the 1 year anniversary
indeed
These are good stats as always, thanks Philo
went down from 4.12% to 3.99%
I bet that's because emote suggs were killed 
Maybe
many
a whopping 0%


@elfin wharf Calamity Extra Music is long dead
^, and we're not even associated with extra music
it's been a year already 

(since the new bot system was rolled out)
Imagine anniversary secret update
It just adds cool decorations and nothing else.
Terraria's 10 year anniversary is in the same month as my birthday eat it
cool
Only the ten year anniversary? 
Indeed
I meant only as in his birthday is only on terraria's 10 year anniversary,which would mean his birthday happense once every 10 years 

february 29 birthday moment
yeah 
Well i mean someone made 2 golden gun suggestion at the same time
@round ravine philosopher stone and charm of myths
this sugg is basically buffing mage for nothin isnt it
oh, mybad
The one that prevents you from gulping down multiple health potions in a row
Is it just me or is the new suggestion that just game in literally “noooooo I died because I couldn’t healllllllll I need to be able to heal infinitely”

oh so even worse
there’s a mod that removes potion and mana sickness completely
yeah sugg is basically "i died to this annoying balance please change"

Now this does sound unbalanced, yes, but I bet you could make it work somehow. I'm not on the team, so I'm not an omega genius like the rest of you.
this would just be unneccesary work to balance this thing when the game is already balanced around how it works currently
Sometimes people die to things and then make decent suggestions (like the slime god traveling at 100 mph directly after exiting the core)
Guess we just gotta um be omega geniuses 
SON OF A
yeah, this specific sugg is less of an actual sugg though tbf
You're telling me that we should reduce the healing potion time or maybe make it like mana potions where if you spam use them they will be less effective each time?
But yeah i mean philo stone and friends are already broken enough because you dont need to even waste an acc slot, just autopause and then swap them in, heal, swap them out
?
basically this sugg will just require a big amount of rebalancing for practically no purpose
Potion Sickness is part of healing potion balance
its just taking the currently pretty balanced cooldown, changing it, and then rebalancing it agian
And in some cases, Purified Jam balance
yeah
(Purified Jam is dumb btw)
Yeah, the healing potion cooldown is perfectly balanced. If it was even like 10 seconds lower it would already make a massive difference in the whole games difficulty
(well theres accesories that lower it a bit)
Ye, it taked 15 seconds out from it
That's 25% more frequent healing
Regardless, this debuff needs at least something to make it more manageable when fighting something like, say, Providence or Yharon.
also this, not to sound like an arse but there is something that makes it managable.
not relying on the healing potions
getting more life regen
trying to avoid more
yeah thats #suggestions-discussion in a nutshell kek
Just to get the point across
arma

Well when the suggestion is just "endgame bosses too hard, make healing stronger" then yeah. There's not much intellectual talk to be had 
kinda
tbh
dunno how thats related lol
no quality sugg
This is one angy sugg
arma negates healing potions
yeah it got debunked already carry on smh
unless alcohol poisoning
Now this does sound unbalanced, yes, but I bet you could make it work somehow.
Then why suggest it if you know it's unbalanced
I'm not on the team, so I'm not an omega genius like the rest of you.
Now this just kinda sounds snarky
This suggestion is asking to put philosopher stone in the game
angery 
Okay I'll stop now, but like, I hate the tone of this sugg
Moreso than the sugg itself
? wdym negates
when it exists alr
arma just kills you
you won't take damage
meaning you can't heal
unless alcohol poisoning/other debuffs/brimflame
well you can take debuff damage, or weapons that use your life
or hp draining weapons
it doesnt negate, just makes it mostly obsolete
No it doesn't? When im doing Scal nohit my life regen is on the negative side so i have to heal with potions
i'm from hong kong don't expect me to speak english like a god

wtf
But yeah, if you don't have much more to say about the sugg itself, move on
@round ravine try to not make the sugg sound like a rant, remove the specificity of how much it'll be reduced, add proper reasoning and remove Now this does sound unbalanced, yes, but I bet you could make it work somehow. I'm not on the team, so I'm not an omega genius like the rest of you this line
aaghhh im having trouble wording
we all hate this stupid debuff
goodbye that wall of text
This should go yeah
oh i was talking about the essay i was writing but that works too 
Well i mean if the debuff didn't excist the game would turn into baby mode so ye
at the very least the sugg should be ❗
suggestor should prolly read the whole convo here about their sugg tbf
But yeah, you need to give a good reasoning as to why, possible way to fix it and just make the text as short as possible
I don't agree with that second part since all you need is to make the sugg readable and to the point
big suggs are fine, just not have bloat
we spoke about this quite literally yesterday lol
thomas where are you
Well the short is just since if it goes through and it's long most people dont have the power to read through it so they just skip it
line breaks and - helps
The tone of the sugg overall makes me angy
Good writing can still fix long suggs
the tone is just ranting basically yes
sugg is just reworking this already balanced feature for no point
Mhm
how does this look
yeah there's no reason for that potion sickness sugg
angery sugg momentum
"Regardless, this debuff needs at least something to make it more manageable when fighting something like, say, Providence or Yharon."
This is literally just a rant about endgame bosses being too hard so buff healing potions

don't forget omega healing potions that heal you for like one third of your health lol
lole
so how does my sugg look 
there are already solutions to the last line ive noted a bit before byeah
Also life regen is a thing as well
all post ml bosses inflict a debuff
this thing
a DoT one to specify
I like it. It is simple but i dye by boots very often just so that the running trail and effects look cooler
haha would be nice if literally every debuff doesn't cancel positive life regen 
byech
Dont get hit 

holy flames - donuts and provi
nightwither - polter and night provi
electrified
- storm fucker and fatfuck
iframe fuckery :hdflr: (mis you know what i mean i suppose) - ceased void
whispering death - signut and doggo
irridiated - 
god slayer inferno and frostburn(for some reason) - doggo
lethal lava burn
- yharon
abyssal flames and vun hex - scal
h

frostburn(for some reason)
space worm
space is cold
why?
Make all accessory effect spawned dusts' color change with dye
Self explanatory, as dyes affect magic carpet color, spectre boots(or better) running dust color and many other dusts that come with accessories, i think making them change accessory effect created dust (i.e. evasion scarf and counter scarf's dash trail) color would make more sense as well as opening up more options on vanities
there should be a something written in large like melee for the melee helemets ranged for ranged helmets etc
?
What
Are you talking about the wiki or smth
They want helmets to be distinct more than just name and having their damage type in the description to know which is which
Ah
huh
well
the description is enough tbf
atleast imo it is
and each class has a diffrent helmet name for each set (although they get mixed, its still different)
I want them to be like this
hm
i mean, i dont think theres anything wrong in suggesting smthn like this
aslong as you have a reason
obviously
small, yet large enough
could prolly expand this to Astrum Deus too tbf
since he has the mines gimmick aswell
alr i edited it to any boss
Never bothered me the small mines since they usually despawn when i finally respawn myself but i could see how it might be a bit annoying
specially in nohits
how do I suggest my suggestion in #suggestions-posting ? do I send this picture ?
which shouldnt exactly be taken into account, but this is a suggestion with a side-effect that helps in that case
basically
you need a title (could **bold it like this** but you dont have to) that will explain your sugg in short.
then, after a line break (shift+enter) you should write a summary of your suggestion, and why it should be added
get cataclysm

ofcourse
how do you make the text background darker on some of the words

Add class tags on helemet variants
Add a line in the helemet descriptions that says which class it belongs to. I sometimes make the helemet that doesn't belong to my class .
and then put it in posting so it goes into voting
Specify multi-class helmets via a class tag on the bottom
Calamity adds a big chunk of multi-class armors, all having 5 helmets for each class, and each helmet having its own (somewhat unique) name.
The problem is, these "unique names" for each helmets often get mixed in every tier (for example, the Wulfrum Headgear is the ranger class helmet, while the Victide Headgear is rogue's) leading to bigger confusion regarding every armor set and its corrosponding class helmet.
A solution to this can be easily done via adding a little tag to each class helmet specifying their class type, to allow easier crafting and to help avoid any confusion.
this should work for yah

posted
Mabe add a line somewhere um
Adressing the fact that usually class helmets feature the name of the class damage in their tooltip
hm yeah forgot to do that myself
Rogue shit having the massive fucking stealth explanation (last time i checked at least) and summoner usually having extra minion slots listed are the most obvious ones
b ut yes a colored tag thing would be a lot more practical
the explanation is in the setbonus iirc
so its not on the helmet alone byeah
could add maybe like
You could argue that the description should tell you which helmet belongs to each class, but the helmet description are very hard to read, especially later on when they get longer and longer.
could add this in the middle of the sugg
after "..confusion regarding every armor set and its corrosponding class helmet." with another line break
edited please check it
yeah thats better
my reasoning is that it makes arma farming easier
arma farming is already killed next update, since you only get 6 bags on first kill
(aka qol)
oh ok
so yeah just yeet the sugg
rip
It's a fine sugg imo
It's been suggested before.
Also
@round ravine Are you going to edit or delete your suggestion?
You don't mention Philosopher's Stone of any of its upgrades, when you should, because they already do the solution you propose (shortening to 45 seconds)
did they even say anything in regards to the sugg?
hmm
Indeed, they said that and then left without doing anything else

Ditchin' moment
Also the tone of the sugg is angy
Probably why I was ticked off with the sugg
I have a sneaking suspicion that they didn't know that those accs existed
Seems like guy was just salty he couldn't beat Yharon or Provi
And blames it on Potion Sickness
:)
(when he coulda had Rampart equipped which'd solve his issue)
There. I deleted it.
Okay, thank you
Shit, I could've mentioned an accessory for pre-hardmode with a similar effect.
that would be pretty op considering hadal's stew exist tbh
You could suggest that, if you can think of a more constructive reason than "It's annoying"
yeh
And don't be angy
Restoration potions have a shortened cooldown in 1.4 so you could use thouse in pre hm once calamity updates
Philosophers stone is prehardmode?
I have gotten it
Nope. It's hardmode-only, as it only drops from Mimics.
You need shadow key. Mechanic npc for actuators. Actuate your way to the chests in brimstone crags biome and open the chests. It's a mega brain idea my friend came up with :D
I forgot about that.

Oh it's a known thing?
it's known now
Rover programmer
Also, Restoration Potions already have reduced cooldowns in 1.3
Sorry, I'm not playing Calamity at the moment. I'm waiting for the Draedon Update to release.
My friend just came up with the plan when we went to brimstone crags in prehardmode
They're just reduced even more in 1.4
But that's late PreHM
I though they just had the healing potion plus mana potion gimmick
don't worry
I, for example, last played Terraria over a year ago
They do, but Sickness only lasts 50 seconds with em in 1.3
they also have a recipe with pink gel making them early hm
45 seconds in 1.4
finally something to replace using greater healing potions from golden crates prehm since they're dead
Pink gel is prehm?
Prolly meant Early PreHM
I did sorry
Wydm, recipe is just bottle + pink gel
That was referring to Hadal Stew
Oh
then I should change the heading
ok
I imagine it'd be weird having some projectiles, which do have effects, suddenly becoming invisible or not appearing to fire
But it might be fine if you specifically turn the setting on with the hope of improving FPS?
I mean
let's take Minecraft OptiFine as an example
there are three options
first is obviously full amount of particles
Well that OptiFine setting doesn't make it so skeleton arrows and blaze/ghast fireballs don't show up
Particles =/= projectiles
second makes them just less
particles in terraria are called dust
yup, that's true
I know
I said about it actually
and the third removes some
(sugg still says "an enormous amount of dust projectiles" 👀 )
Aight
cleaned it up
dust could prolly be cut down on
We have been trying to cut down on dust overall for the past
however long
Over a year, I think
But it's still an issue in some cases
I think the main source of lag is when the projectiles and dust emit light, so the game has to do tons of light recalculations
Just the objects existing shouldn't be causing a lotta lag (probably)
Indeed
You could mention them in your sugg too if you want, but that may be too specific of a use-case
If you open up a ton of bags and lag the game, you know what you're doing :P
hm
if you look closely
you see, that dropped items stack into layers
can we just make all items behind the first invisible
that is a vanilla mechanic, and the code for it is buried somewhere deep
but well it is actually the most common load
The objects have other code associated with them that will continue to run even if they aren't rendered
Like the effect of being sucked towards the player if you have free inventory space, and gravity
ig our IL editing wizards could fix it
not only the rendering
it must be as an option
true
them existing at all is the issue
set by default
I have my doubts
I do not think that putting a few PNGs on the screen is what causes the extreme lag
I think that it is all the code pertaining to their behavior
I do not think that putting a lot of PNGs on the screen is what causes lag
Otherwise, you wouldn't be able to have Discord open right now
XNBs*
it is the most common load for your video card
well, it's actually efforts me to play terraria with opened discord window

I'm playing on gtx 1050 and that's a misery
isn't the rendering for terraria done entirely by the cpu
(You can download software like Sysinternals Process Explorer to see your CPU and GPU load in real time)
even with xna balance works normally
of course
because of i3-5010 and gtx 1050
so you see the problem, don't you
I think I should make separate sugg about items
because I spoke about dust and projectiles at first
You could, yeah
The solution there would probably be reducing Terraria's existing item limit
(impossible, iirc)
(the limit isn't a variable, it's hardcoded into everywhere it's used)
Great.
And I assume enforcing our own new limits could cause more lag than it would fix
I mean
at that point it would be a better choice to just rewrite the entirety of vanilla
which is what I assume the tModLoader team is currently doing
||draedon update hardmode changes do exactly that||
I mean vanilla progression

should I tag it?
When will terraria otherworld get a second chance
I heard that they're not fixing vanilla if they don't need to
never
so, is my sugg sounds good?
for now
Yeah your sugg is fine
ok that's nice
Oh yeah tell me if there will be a paladin class
There won't be
arent blood worms becoming easier to get in the next update?
That's fine
i hope so
Slimey
don't go offtopic straight away
please
K
Indeed @vale vale
Nice!
296 is basically the voodoo demon treatment iirc
Too high Bloodworm rate isn't as bad as too high Voodoo Demon rate
So even if we make the same mistake it'll still prolly be welcome :P
yeah lol
true, true
although making them craftable wouldve been another nice option, same as the Truffleworm
byeah
I'm sick of craftable everything
yeah thats fair
atleast OD spawns after the ARIII so i dont have to hunt worms kekw
((I didn't read that as Acid Rain 3 and instead thought you just did a JoJo cry))
And you exchange hunting down worms to hunting down radiation-
((i never watched jojo so i had no idea thats what comes first to peoples mind))
I would like it if we at some point cut down on our vanilla item recipes and came up with some
better solutions
But I don't think that'd be a very popular decision cuz people don't want to spend any more time playing Terraria than they need to
i mean, there are some stuff that get a recipe which i do find a bit overboard
byeah personally i dont exactly mind it
^
and yes, theres more enemies to kill in the ART3 (god shortnening this is wierd) then my chances to find a bloodworm that wont die to an enemy until i find it kek
AR3
(Risk of Rain 3)
yknow ill stick with AR III, byeah
this broke me 
Nice


