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#391 Koh

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Posted 01 June 2013 - 08:42 AM

I make all armors when I reach endgame, just to sort of decorate a bunch of mannequins and say "I OWN EVERY ITEM IN THE GODDAMN GAME *deskslam*!"

 

I've really only went to the Jungle for these things:

 

-Jungle seeds and mud, so I can make my own rave jungle cave, on top of which would always have Jungle Trees  = Infinite Wood without having to replant, and also nearby Jungle Music =).

-Moonglow for my Greenhouse.

-Any accessories only found in the Jungle to complete my item collection.

-Just to pass through.

 

If there's a reason to keep going back, that's going to make me love it even more.  Though it kinda sounds like a lead with the new liquid don't you think?  Like maybe a bog or tar, in which you keep sinking slowly and need to keep jumping across, and if your head goes under (like quicksand) you begin to drown/suffocate.  I guess quicksand could sort of, but not really, be considered a liquid?  BUT HOW KICKASS WOULD THAT BE!?  Flooding Hell with Quicksand like a boss~  I've already dumped the entire ocean down there before....and it was less than anti-climactic XD.


Edited by Koh, 01 June 2013 - 08:46 AM.


#392 TheLegend_njf

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Posted 01 June 2013 - 10:47 AM

TERRARIAAAAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!
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#393 Old-Skool

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Posted 20 July 2013 - 06:15 PM

Well, it's halfway through July...  uh... redigit?  Hey you awake?



#394 Koh

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Posted 20 July 2013 - 06:58 PM

Guess you haven't seen the new spoilers posted.



#395 Nathaniel

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Posted 20 July 2013 - 08:35 PM

I know he has been working on it lately.  There were setbacks here and there when he was traveling places.  This is supposed to be the largest update ever for the game.  Even larger than 1.1.  Just look at that thread that Koh linked to.  After the 1.2 update happens, he is taking a vacation, and later on there will be small updates the rest of the way.  After those are done, he will be working on Terraria 2.  Despite the delays, you have to admit he does quite well for a game with just one programmer.



#396 ShadowTiger

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Posted 21 July 2013 - 01:12 PM

True enough. I actually wonder if tConfig support will continue afterwards. There were more mods for 1.1.2 with tConfig than there is new content for 1.2.

#397 Nathaniel

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Posted 21 July 2013 - 03:30 PM

That along with Game Launcher too, right?  I've enjoyed some good mods that don't use tConfig, but do use Game Launcher, such as Toparia.



#398 ShadowTiger

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Posted 21 July 2013 - 03:36 PM

I was always too wary of thinking I can't mix and match with Game Launcher in Terraria. tConfig lets them intersect each other very nicely where possible. If you do it right, you can have fifty or more mods running at once, like in Skyrim.

#399 Koh

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Posted 22 July 2013 - 06:34 PM

Is anyone else resisting playing the game entirely until the update comes out?  I've vowed not to touch the game ever since the updates actually started development...everything you do at this point will be obsolete once the update comes out.  Character, equipment, world...everything.  So instead of making a bunch of meaningless progress (I aim to have one of every item, as well as top gear in this game.), I'm waiting until the reset button is hit upon the release of the update to start doing that again.  This goal is going to be hell to achieve this time around, with the addition of all the new items.

 

Also, another question...is anyone else also getting an eerie feeling from what he said about trying to make each individual world unique?  I know this has some positives, but if it's done incorrectly, I foresee some pretty intense negatives:

 

-Say there's a certain type of item that only spawns in a random world.  Are we going to have to create a ton of worlds and HOPE to get it in one of them, or will there be some other way to get it?

 

-What if it's a world specific biome?  Are we still going to have to do a massive world hop just to see everything and get biome-specific material?

 

-It's all up to the random number generator (RNG) at that point.  As stated twice, you'll have to go through several worlds however many times until the RNG decides that world should have what you're looking for.

 

I mean, we already have a problem with the limited number of Horseshoes/Cobalt Shields/Masamunes per world.  So this would only intensify the situation.



#400 Eppy

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Posted 22 July 2013 - 08:50 PM

Me and bagel were actually playing on a server a few days ago. With the update seeming so far away, couldn't really resist.



#401 ShadowTiger

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Posted 28 July 2013 - 05:24 PM

He just released a P.R. message here.

NPC Quest system. Cool.

#402 Koh

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Posted 28 July 2013 - 05:37 PM

A rainbow gun?  That's quite the flamboyant weapon there....but for 100% completion I'll have to get it XP.  WITH YOUR COLORS COMBINED...!



#403 Moon

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Posted 08 August 2013 - 04:41 AM

I recently got back into this game, and I almost forgot how damn hard this game can be.

 

I'm really looking forward to the new update and whatever is to come afterwards. :P



#404 Mr. Z

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Posted 10 August 2013 - 05:56 AM

I started playing the game a few days ago, I'm now in hard mode with some adamanite gear and running out of things to do.

My Menacing Cobalt Shield is my new best friend.

 

Anyone want to play Terraria with me?



#405 Nathaniel

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Posted 10 August 2013 - 10:12 AM

Have you fought any of the hardmode bosses yet?  They are quite the challenge until you find the right strategies for defeating them.

 

As for running out of things to do, I find that I tend to get sick of worlds after defeating each hardmode boss several times over and thus getting some of the items that require their souls, and hope for new worlds with more interesting generations.  And this point, more often than not it won't be all that interesting, after getting used to seeing the variations on how the different biomes are created.  What tends to be the least predictable on each world is how the corruptions generate, and they do generate over most biomes upon world creation, and can sometimes even almost completely generate over the surface portion of a jungle.  On large maps especially, the lower portion of a corruption tends to be less accessible as the surface portion of a corruption is higher up.  My most challenging scenario yet was actually through a mod (but the generation was not based on the mod conditions):  I had a large map where most of the corruption was one very long continuous one that must have occupied nearly half of the west half of my map.  Most of it had a surface elevation way up at about 600 feet above.  Because of this, none of the many chasms ever reached a lower chamber, if it existed in the first place.  My surface jungle was almost completely generated over by this corruption (with less than 10% of it actually remaining on world generation), and thus almost all of this corruption didn't end up having a lower chamber (which tends to happen more when it generates over jungle areas), thus fewer demon altars, but the shadow orbs still generated with typical frequency.  They just become harder to get to.  That was a lot of bombing and digging to get to those.  Even the west ocean generated at that very high elevation (600 feet above), and the east one had a steep cliff wall just before it, which sometimes happens.

 

But when 1.2 gets released, no doubt there will be a lot more scenarios with the world generations.  Redigit also mentioned somewhere an intent to have more certain world conditions that only sometimes happen, thus potentially giving new experiences with each new world created.




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