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| Terraria Ideas; Planning, Ideas, PvP, Coop | |
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| Tweet Topic Started: Jun 26 2012, 04:56 PM (617 Views) | |
| Uumdi | Jun 26 2012, 04:56 PM Post #1 |
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-=Iron Talon=-
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I figured I'd jot down some ideas to consider if we're going to take terraria to an interesting, fun, and competitive level. What we've been doing is fun to an extent. but there's a bit of a lack of direction and objective to it. The most fun to be had is building up your character, but moreso than that, building custom bases and infinite layouts. Right now, there isn't much use for a base, which is unfortunate, because stronger items always lie elsewhere, and bases are moreso just for storage, an alternate spawn, and using NPCs. Helpful, yes, but its possible to ration yourself and destroy useful crafting items, such as potion making and woodworking, and just go straight for the next tier of gear, since theres so much available outside a home base. It should be a defensible location, which is part of the strategy, absolutely. More times than not though, if you're found, its a deathtrap created by yourself, as the invader can lurk in the shadows (with a musket and an invis potion) and observe you poking through chests, waiting for the right moment to strike. Anything is fair game, and without parameters, the game is a beautifully open and malleable environment. The only incentive atm is maybe finding some leftover gold or silver bars - things easily attainable with some digging of your own. Hardcore made it so you cant use the piggy bank for regearing yourself after death, so you need to use chests if you want to keep your spare Ball o' Hurt just in case, but that really isn't enough incentive. So here's what I've been thinking, and would be more fun with more people. An objective based game, where something of value is being protected in the base, and more risk is involved. It would be a greater balance and would offer constant reasons to not only leave base and get upgraded items and blocks, but to carefully plan and structure a base, either of massive defense, or simplistic nomadic, and vulnerable. Something that can be taken, but can also be guarded - (a) statue(s) maybe? CTF comes to mind, but it might be more fun to be able to reclaim it. It doesn't have to be this way, but I like the idea of a more persistant, immersive world. The way now, you don't need to play the game to win, just wait for the other player to die from an NPC. So for now, a few bullet points: -Objectives - give a reason to build in interesting, immersive ways, and also an incentive for raiding and infiltration. Guarding Statues, or something along the lines of an heirloom, or valuables that go beyond gold bars. -Mediumcore? - Hardcore was an interesting consideration, but it takes away too much of the fun, I feel. You're entirely floored after a death, and losing max HP isn't really an effective balance for anything. You need to reclimb an even steeper slope, while the ore, chests, and hearts are already found and taken. You can effectively exhaust the map of heart containers, not that we'd ever persist that hard, but that isn't fun or interesting in the least. Once you get 200hp you're set, and well on your way to 400, just make that journey once and worry about losing gear on death. Mediumcore felt the most natural and balanced so far, and was enough reason to want to take out your opponent. -NO IMPORTS - I still agree with this policy, and I'm not suggesting we change it, but I was thinking a lot about the negatives to base-building. Explosives work so well against structures - but there are alternatives available later in the game. Dungeon brick is immune even to dynamite, and can be cleared with a nightmare+ pick only, and very slowly as well, alerting a defender to your presence. Hellstone is awesome too, because it does damage, but can be negated with obsidian skull. I think we need to see some bases made with dungeon brick. Would you want that imported, or should the dungeon be a hotspot for potential encounters between players attempting to harvest it? You could use traps much better this way too, and guard maybe your exterior walls with dungeon brick, and utilize other materials indoors. Should we bridge the gap between tier 1 and tier 2 items? If we allowed a nightmare pick, it would bridge the gap for all players to enjoy all the content with whatever focus they have in mind - but it would accelerate gameplay to the point where spergy grinders like me would have a molten set on Day 1. I'd like to scratch this idea immediately, but I want to stress the fact that the nightmare pick is the most useful item in the game. You can then get the molten pick with obsidian and hellstone, which bridges the gap to hardmode, since you can get Cobalt - an incredibly powerful and accesable set. I honestly wouldn't even mind disallowing hardmode, but its actually really fun content that we should explore in due time. Let me know what you think. |
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Non nobis, non nobis, Domine Sed nomini tuo da gloriam. | |
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