![]() ![]() Perhaps they should be craftable at the Living Loom?ĮTA2: Adding back another QOL suggestion which got merged while I was editing this message the last time (and consequently lost): Thrown powder, thrown water, and Solutions should be craftable with blocks. In both cases, a basic cost of 25 of the suitable blocks should do (for the Sky Mill, players can mine the Floating Island cabins if needed).ĮTA: I'll agree that the wood and leaf wands should be more reliably available, but with crates there's a placement issue - the Mahogany wands would obviously be in Jungle Crates, but there's no specific Forest crate. ![]() Buff some of its stuff, reduce the number of larva and rolling cactii, and it'd be fine.įor this, I'll repeat my suggestion from elsewhere: The furniture crafting stations should be able to reproduce themselves, and/or the Ancient Manipulator should be able to make any of them. But there's just too much of it, and not enough good within it. I like the idea of the Underground Desert it's kind of a pre-EoW/BoC Dungeon. Something similar is true of the Jungle, just for different builds, classes, and playstyles. And the loot you find there will carry you through the Jungle and much of the Underworld. It may be hard, but it's not "kill you every 20 seconds" hard. By the time you can beat Skeletron, you're probably able to survive the dungeon. This is not true of pretty much every other area in the game. By the time the area is difficult-but-survivable, you've outgrown the equipment there. It is difficult, but the "new equipment" you get there for the most part is not "well ahead of where you are". This is what makes the Underground Desert contradictory. That's how a pseudo-sandbox game tells you when you're in a place you shouldn't be. In game design, repeatedly killing a player by forcing them to confront obstacles that their characters seem clearly out-matched by is how you communicate to the player "you shouldn't be here go elsewhere until you can survive". ![]()
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