![]() ![]() I remember i used to put the demolitionist at the entrance of my mine, i had the dryad in a greenhouse where i grew my herbs, and i had the wizard right at spawn in a tower since i was usually specced into a mage role. The merchant ALWAYS wants to be in the snow biome, the guide ALWAYS wants to be in the forest, and the demolitionist ALWAYS wants to be underground. Additionally, npcs are also much more picky with what biomes they'll accept being in. with the pylons, your options for building in different biomes raise by quite a bit, but because of the strict guidelines for what npcs will accept you doing, you won't be able to make any large builds with npcs lest you suffer the wrath of the overcrowding penalty. Now let's say you do want to build extensively in a playthrough. Queen bee either shouldn't drop 12-20 gold a kill or shouldnt be so easy to summon, to give an example. Yes, i understand that the economy is broken especially on expert and master mode but i'll counter that with the fact that they should've just fixed that instead. ![]() Then, if you want to be able to use these NPCs, you've got to then fork out large swathes of money to gain the ability to teleport to them. You've then got to build a load of 3 house outposts in arbitrary biomes lest you suffer a seriously impactful penalty on NPC prices. Say you don't feel like doing much building in a playthrough. ![]() of course I'm not good enough to do fancy shapes and pixel art and stuff so my bases are kinda simple shapes, but I digress.Yeah, i understand the reason why they exist, it discourages making one giant base with all the npcs and important stuff, and the ability to make certain NPC's wares cheaper with elbow grease is welcomed, but overall i really just don't like the tedium involved in setting everything up now. So I kinda liked building little houses and villages and such now, with atleast a tiny bit of furniture and aesthetic thought in between mad rushes to go and murder something. Then I got something like that one mirror upgrade from thorium where I kinda liked having them less concentrated and just having ways to quick travel between them, like special wormhole potions/mirrors etc. the knowledge the happiness mechanic was coming and just "wanting to do things differently" from spending a number of my early non-modded playthroughts just making an apartment complex that went up and up and up got really stale and I felt it was pretty dumb also. so people who just want it to go away can technically just make it not cause a negative cost, but can be incentivized by a juicy bonus for buying and selling and getting quick travel pylons etc via settings to atleast dabble but not start raging that it's forced.Ĭause unlike some, I don't just play terraria as a boss rush simulator. that way you can make more informed decisions about where to place npcs also.įurther another option to change the upper and lower bounds of happiness's gold discounts/inflation etc overall, or even per mechanic would be amazing too. So rather than more than 3 is too much, you can make it like, 5 or 6 or something.Īnd possibly something that instead of having to test each location for the npc it just tells you who they like and who they hate and where they want to be etc in a bracket bubble or perhaps a magic item that prints it. I'd kinda just wished you had a version where the restrictions on npc happiness when it comes to cramming is just alleviated, for when too many mods are adding npcs and such. ![]()
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