The multiplayer experience. Do things with other people, rather than alone. Enjoy time together with a common interest. What else?
Terraria!
#631
Posted 28 July 2015 - 01:35 PM
#632
Posted 28 July 2015 - 01:39 PM
The multiplayer experience. Do things with other people, rather than alone. Enjoy time together with a common interest. What else?
I mean why did you wait to ask Shadow Tiger about the server until after you basically did everything, and not when you could of discovered all kinds of new stuff with other people.
#633
Posted 28 July 2015 - 02:10 PM
You'd have to go back to his post on July 1st. It's been longer than those one or two weeks since then, but he wanted to experience much of the game in single player first. By now, I think most of us are comfortable with all the changes, so it's playing multiplayer just to enjoy the time together, creating stuff as a group. I'm still interested, as long as others are.
#634
Posted 28 July 2015 - 03:35 PM
So yeah, now that we know what 1.3 even is, we can revise any interpersonal guidelines we'd like to see going on. We should do that. I'll bump the topic.
Thank you!
#635
Posted 01 August 2015 - 01:41 PM
I'll certainly try to work on the port forwarding thing for getting a server to work properly, going back to Koh's post. Estimated time is undetermined. Sorry I couldn't plan this better, since I was away this morning and nearly all of yesterday. But I am certainly trying. Gotta at least do that.
EDIT: Darn, it was in the other Terraria thread.
#636
Posted 01 August 2015 - 01:46 PM
Have fun with the server you guys. Just keep in mind if you guys do it on Expert, all the bosses scale up based on player count, so everyone will want to be prepared. Also, respawn times are much greater as well.
In other news, finally got around to my first Moon Lord battle and ended up getting the Rainbow Crystal Staff. Also got a few Anti-Gravity Hooks, Electrosphere thingys, an Influx Waver and the Xeno something from the Martian Madness event. I lastly got an Eye of Cthulhu yo-yo, so I'm at least up to the Infinity Sword -1 tier of yo-yos. Also curse that Electrocution debuff or whatever it's called. That thing totally destroys your life if you move at all during it.
#637
Posted 01 August 2015 - 03:12 PM
We didn't end up really playing. ShadowTiger and I just tested out the steam integration, and both of us were finally able to take turns hosting. When I hosted, he said I didn't have lag, but I only hosted for a few minutes. So that was my only success. All it took was adjusting firewall settings, with everything mentioning Terraria being checked. No luck with port forwarding, since I don't remember my password for logging into my router settings (it's not default), and I didn't want to reset it back to factory defaults. So for those who prefer port forwarding, you're out of luck unless one of you wants to host in the future. The main disadvantage of steam integration, even if you can invite people fine (we still had trouble joining without an invite, though, even with the right host settings), is that you don't have the nice TerrariaServer.exe controls for better managing a game.
Anyways, we will have to do this some other time, when I actually have time to plan this out, if I had to host (by steam, in my case), and thus not after a work shift. That is, unless somebody else takes charge.
#638
Posted 01 August 2015 - 03:43 PM
I'm surprised at that actually. What exactly did you guys do to get Steam Integration to work? That's what my friend, who I steamrolled through 1.3 with, and I tried first, to test it out, but it just wouldn't work. So we defaulted to the portforwarding we both already had setup. Either of us could have hosted, but he did instead, since he has fiberoptic internet whereas I don't.
#639
Posted 10 August 2015 - 09:47 AM
Well, not much to say. Debating whether or not to have a narrative text LP going of this or not. But anyway, an update on Black Mage:
His days of using a pathetic little Wand of Sparking and depending on a dinky Slime are over. While robbing a pyramid, he came across a Meteorite. He drooled at the sight of it, knowing he would get a massive upgrade to his armor from Shadewood to Meteor, not to mention the 21% boost to his otherwise awful damage. He got to work, using Sticky Bombs to mine clusters and using his Slime and wand to keep the Meteor Heads at bay. He did get a few accidental hits off with his Gold Pickaxe, but no kills with it, so he's still legit. After mining around 300 odd Meteorite, Black Mage fashioned himself a Meteor Suit and then robbed the nearby pyramid for a plain Sandstorm in a Bottle. He continued down, the pyramid leading into a jungle.
Black Mage weighed his options and decided to go for it, even if he had limited means of protection. This however didn't last long, as he soon came across a vein of 40 Gold Ores, just enough for him to use the Rubies he found while preparing an arena for Brain of Cthulhu to craft himself a Ruby Staff, which came with the Agile prefix. Combined with his new armor, Black Mage was excited that he had significantly improved his offense. With it, he blew up his third and final Crimson Heart. With his new found staff, Brain of Cthulhu was simply no match. When Black Mage went down to retrieve his loot, he was a bit upset. He could have had a Crimson Rod to aid him in his battle. Oh well, didn't need it anyway. Would have made crowd control on the Creepers much less of a chore, but where's the fun in that?
So Black Mage has some options. He can kill Queen Bee, Skeletron or attempt to do more mining/exploring. The latter hasn't been working too well for me mostly because I seem to be cursed with a ton of Marble Caves in my world. Between Hoplites making poor Black Mage a walking pincushion and Medusa trying to add a Black Mage statue to her collection, I really don't want to explore anywhere near one, since it seems a Medusa always spawns if one is even within 500 feet of your location. Then again, farming Medusa could prove useful if I get her head. It would be really slow using my slime to attack her, but better than being stoned and completely destroyed. After all, I'd like to stay deathless the entire run if possible.
The underworld is also an option, but without a Shadow Key, I don't see much point other than maybe a Molten Pickaxe and Imp Staff. I could get a Demon Scythe spellbook, but yeah, that's not enough reason to go down there. At least not yet. I would love to get a Flamelash or Flower of Fire though. Still, Water Bolt is enough to carry me through Wall of Flesh, although in Hardmode, I simply stand no chance with a mere Ruby Staff and Water Bolt.
So currently, my stats are:
Life: 180
Mana: 220 (one of my accessories has Arcane on it)
Weapons:
-Agile Ruby Staff
-Wand of Sparking
-Slime Staff
-Quick Crimson Rod
Armor/Accessories:
-Meteor Suit
-Aglet
-Anklet of the Wind
-Shackle
-Nature's Gift
-Sandstorm in a Bottle
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#640
Posted 12 August 2015 - 03:17 PM

Terraria 1.3.0.8 is now compatible with Mac:OSX and Linux!
Minimum supported operating systems:
Mac: OSX 10.10 64bit, OSX 10.9.5 64 bit
Linux: Ubuntu 14.04 32bit or 64bit
#641
Posted 18 August 2015 - 12:53 AM
Wondering if the Fetid Baghnakhs are ever going to get nerfed? They're way too overpowered for how easily one could theoretically get them. I mean a 70 attack weapon that is pretty much the Bladed Glove on steroids? I was watching that Expert Mode series by Ningishu and he (?) defeated Plantera simply by grappling to a platform and simply spamming the weapon while allowing Shadow Dodge, the Cross Necklace, a Flask of Ichor and all the offensive accessories possible. Seriously, this guy/gal killed Expert Mode Plantera in 10 seconds by facetanking it. Plantera is supposed to be a boss you legitimately FEAR, especially in an Expert Mode world where its normal shots go through solid objects and it's much, MUCH stronger, faster and durable.
I began making "ant farms" for each of my NPCs. In short, I make a glass box that has an interior of 40 tiles long by 24 tiles high. Each box has its own unique environment in it. For instance, the Clothier's house looks like a giant skull. Eventually I'll kill myself multiple times to collect gravestones to put custom messages on them. The Witch Doctor's "ant farm" will be a miniature jungle biome and the Angler will have what looks like a beach shack complete with a pier for him to fish off of (possibly adding coral and seashells for decoration as well as a water chest). The rest I'm not 100% sure on. Some ideas:
Steampunker - Give her what looks like an airship, everything made steampunk style
Nurse - Pearlstone Brick building with red cross on it
Guide - A dull normal wooden cabin
Pirate - A miniature ship with all golden furniture (will farm said items using another character for convenience)
I am also beginning to write a Summoner playthrough guide. The idea would be to only attack with minions (accidentally hitting a mob with a pickaxe or other tool is okay as long as you don't kill it or go out of your way to defend yourself with said tools). However, there are a few points I want to ask you guys about:
1. The Crimson Rod and Nimbus Rod. The way I see it, they fall into a gray area as while they're magic weapons, they behave very much like having a sentry-style minion. Yrimir allowed them in his summoner playthrough; what do you guys think? Would that be enough to count them as legal weapons for a summoner on that technicality?
2. Progression. To be honest, I don't know too terribly much about advancing a pure Summoner beyond early Hardmode. Pretty much, it's get the Slime Staff, kill Queen Bee, make Hornet Staff and Bee Armor, get Imp Staff, get into Hardmode, farm Black Recluses until you can make full Spider and both staves...but then what?
3. Getting started. Given the Slime Staff's drop rate is a pathetic 1 in 10,000 chance (higher for Pinky), would it be okay to simply "start" the summoner off with the staff? Or should the player be required to go through the process of finding a Slime Statue, some lava, a dart trap and building a manual mob grinder to repeatedly kill Blue Slimes until the staff drops?
4. Should non-summoner armor be allowed? For instance, until I get Bee Armor, would it be okay to wear a set of Gold Armor? Or should I be forced to be naked until I get the Bee Armor, meaning my defense is solely provided by accessories, Ironskin Potions and any items that give me Well Fed? On another note, would you consider it legal to transfer social slot items that wouldn't affect the challenge in any way? I would NOT be allowed to sell said items either.
5. Should the guide be written under the assumption the player is planning to beat the game from tedious slow Slime Staff grinding to taking down the Moon Lord all while using ONLY Summoning weapons (and Crimson/Nimbus Rod if allowed)?
Also, off-topic question, but given the four classes in Terraria (deliberately excluding Throwing since it's just a gimmick with no Hardmode support at all) and assuming one was to play through the game from initial spawn to Moon Lord's defeat, which class would be the easiest? I could see a lot of pure one type classes being hard at some points while being easy in others. For me, I feel the overall order of easiest to hardest is:
Mage > Melee > Ranged > Summoning
#642
Posted 18 August 2015 - 01:13 AM
The could nerve the baghnaks, but then it'll just be a repeat of the Spectre Hood. Turn it from an item that's pretty cool and something some people use, to a useless thing no one would use.
#643
Posted 18 August 2015 - 02:12 AM
Edited by Orithan, 18 August 2015 - 02:23 AM.
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#644
Posted 18 August 2015 - 07:11 AM
That 40% damage penalty is heavier than you're giving it credit for. You definitely won't be reaching Wave 15 of any of the wave-based events wearing it, because your damage isn't high enough. You'll also be slapping the same enemy for longer, which could end up being detrimental if it's a fast one, and you don't kill it before it...ahem, nudges you, like it wants to ask you a question xD.
I seriously hate touch damage, it's stupid in today's age. It was in games of old because they didn't have enough memory to make defined attack animations and such for every single enemy. But now that's no longer an issue. I see touch damage as an extremely lazy way out of making proper animations for the enemies. Secret of Mana, an SNES game released in 1993, a 22 year old game, didn't have touch damage. If that game could do it, why not most titles today?
Edited by Koh, 18 August 2015 - 07:12 AM.
#645
Posted 18 August 2015 - 09:32 AM
I think touch damage has some legitimacy in certain respects, but not any sort of touch in general. For example, some of Starbound's enemies have a charge attack, so I see that as valid touch damage. Similarly, Eye of Cthulhu and Twins charge attacks I would consider valid. A lot of Terraria's fighter AI enemies who just follow the player, jump, and hope to touch them, such as zombies, could have had a better AI. And yes, a lot of enemies use that AI. Each having their own sort of melee weapon attack, or most of those at least, would have been a good way to go. They did sort of answer that with some of the zombies in expert mode. It would have been great to see certain enemies use melee weapons that are the same or similar to what a player could use. For example, a goblin warrior with a harpoon or flail type of weapon. It is no wonder that the goblin archer is more of a pain to deal with than the others in their army prior to hardmode.
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