>Fun
And that's the problem, not necessarily because it's fun, but it's dinsingenuous fun. It's a skinner box that gaslights you into having fun. It have no thematic threadweave, it is a parasite of the dialectic, wrought with dopanergic but dyssylogistic entropy.
The comparisons with Minecraft are still as weird as ever, they play nothing alike.
it WAS a fun 2D Minecraft, like 10 years ago. Then the developer came back to properly troon it up. It was better when it was dead.
Terraria is way more fun that Minecraft where they keep nerfing shit and taking 90 years to implement some QoL that should've been present 10 years ago.
Can't wait to spend 200 hours finding villagers to make a trading hall in the upcoming updates for them to sell me mid level enchantments at best. >will incentivize exploring
Yeah, finding like one rare structure and getting a Sharpness II book and 7 potatoes after 19 hours is reaaal fun. Music discs and enchantments (at varying levels) that only show up in rare structures 1/10 times is suuuper fun.
Terraria is a hell of a lot more focused, not only in building but making farms as well. That said building in games is basically always soul draining, but I can't think of many games where it's worse than in Minecraft if you want to do anything remotely large.
There's too much bloat, grinding and the changes to combat and enemy AI turn the game from a 2d RPG side-scroller to a bullet-hell game.
When you boot up the mod, by default, it gives you a message saying "Remember to check the wiki!", the fact that the game already needs to say to check the wiki tells you enough about how much shit is added by Calamity, on top of all the content in Modern Vanilla Terraria, by the end your world will feel so bloated by all the biomes + the arenas you gotta make to properly fight the bosses.
I still ended up enjoying it even for how flawed it is, the OST is gud, the Rogue Class is a fun addition, it changes many Vanilla items to be a bit more useful or easier to obtain, and the small bits and pieces of Lore are interesting, but its just not Terraria.
i like it because it's the only mod that really extends the game instead of just dumping a bunch of extra bosses in between the existing ones. terraria is already bloated on bosses as it is with all sorts of shit there's literally no reason to kill like queen slime or deerclops.
i wish more mods did post-moon lord content.
I wouldn't recommended it for a first playthrough, but it's great for adding new content to make subsequent playthroughs more interesting. The recipe browser and boss checklist mods are also useful to quickly determine what to fight next and what the new drops can be used for.
It starts good, but gets steadily worse and worse the further along you progress in it
By the time you get past moonman you'll be wondering "when was the last boss I had fun on" and "when was the last actually cool new area I saw" and "why is this lore so fricking moronic"
>devourer of gods is the most fun i had playing the mod tbh
This. Especially while using one of the ark parry swords. Flying up and parrying it's head then slashing all the way down was satisfying as frick.
Everyone's ancient and edgy and the Corruption/Crimson and Hallow are just byproducts of some dude fricking around with mechanical shit and there's an unironic troony self-insert npc and a bunch of other moronic shit
They really tried hard to make Terraria into a story about a few boring characters nobody cares about
it's less cringekino and more just cringe
there's not really enough of it for any kino to arise, and it's all told in little snippets from the perspective of some homosexual who doesn't even show up in the game.
The early game stuff is actually really good and understands what makes terraria fun but the endgame content it adds is pure dogshit which is ironic given the endgame content is advertised as the main selling point of the mod, almost like the mod maker is living in opposite land.
Also this
It starts good, but gets steadily worse and worse the further along you progress in it
By the time you get past moonman you'll be wondering "when was the last boss I had fun on" and "when was the last actually cool new area I saw" and "why is this lore so fricking moronic"
It’s good until shortly after moonlord. Getting better with updates cutting bloat and refining it, but still. I would highly suggest getting the infernum mod to go with it. Really tightens up the boss fights and makes them both more challenging and much more fair.
>friend bought me terraria >try it now out because i have to >we play for like a week until I stop because im not into it >Game is on a surface level like Minecraft but the novelty wears off for me once I realized it's just about defeating bosses to get to the next boss >Base building feels fricking awkward once you try to make themed structure because the blocks are tiny and building bases is the only reason i play Minecraft for >I litterly don't give a shit about 90% of terrarias content
It's what happens when your main dev is a spiteful prick and his fat prostitute of a wife serves as the "ideas guy" and loves to insert stupid homosexual shit into it.
expert skeletron deals comical amounts of contact damage and lack of kb immunity + SoC being your only dash option means being stuck in the spin is instant death sometimes
of course none of it is an issue on normal and the fight can be delayed until post-golem at most anyway but i can definitely see a new player being peer pressured into trying expert on their first run (due to peer pressure) then giving up after losing to skeletard 10 nights in a row
In expert mode Skeletron can basically stunlock you
In normal mode he's basically the first boss that you actually NEED to build somewhere to fight him if you aren't doing something weird like making molten armor and grabbing a Hive Five yoyo and a counterweight before fighting him
melee doesn't need to be fixed, it is literally a player perception issue, swords were never designed to be boss fighting weapons, just a standard issue weapon to kill the endless hordes of trash mobs you will encounter with.
I feel the same way about summoner and the whips. I love the idea and mechanics, but they are presented as just special melee weapons. Should have presented them as something more unique.
Being fair there's not much you can do to "fix" the issue since whips were made summon weapons just to give summoners more execution during fights and fill the damage gaps that exist with how much damage summons can put out.
Otherwise summoners would just be right clicking on the boss with their staff and doing nothing the whole fight.
>Otherwise summoners would just be right clicking on the boss with their staff and doing nothing the whole fight.
There is literally nothing stopping you from using any other ranged weapon
This again goes back to the issue of player perception, people assume that because you have some equippable that gives you 15+ damage to summon, you now aren't allowed to use literally anything else.
>There is literally nothing stopping you from using any other ranged weapon
Then you're not playing summoner.
And although you shouldn't mix summons, whips uniquely tag an enemy with ALL of your summons, rather than just the ones for your current summoning item.
whips are the opposite. they can stack a bunch of minor effects which are only useful against enemies with massive HP. The concept of having multiple whips on your hotbar to cycle through damage and attack speed and crit buffs for your minions is pointless for 95% of all combat just like how having a diverse arsenal of summons is pointless because of their damage scaling
I tried it and somehow it was even more bloated than Minecraft with half it's depth, lineal upgrade progression, floaty combat and many other questionable design choices that makes me wonder if the developers have autism.
Thorium
KRPG
Calamity, sort of, mostly the old versions
Overhaul
WeaponOut
Spirit's new version is pretty good
Also I recently played some new mod with item upgrading and enchanting that was pretty fun but kinda broken
>By the time you get past moonman you'll be wondering "when was the last boss I had fun on"
devourer of gods is the most fun i had playing the mod tbh
I only ever fought the old version of him where the strategy was to just keep flying and don't even let him be on the screen, but I heard he got overhauled. Is the new version much better?
>Is the new version much better?
i only played it for the first time a couple months back so i can't speak for the old version, but it certainly wasn't as boring as you described it.
the bosses after him were total dogshit though, i assume they're also old versions that haven't been reworked?
Couldn't comment, I haven't kept up with its development that much. For the most part my knowledge of newer Calamity is hearsay from /tg/ and here
For whatever it's worth, I liked Polterghast back then, dunno if he's been changed but he felt like a boss that fit pretty well in vanilla Terraria
I did a calamity playthrough a few weeks ago. He has a blue and purple mode which swap throughout the fight. Blue mode means he won't chase you unless you get high from the ground, and purple will have him chase you. Phase 1 has slow bullets that increase in number as his health lowers, he also can't deal contact damage when there's a bunch of bullets at once. Phase 2 speeds him and the bullets up, makes him bigger, and during purple mode he can start shooting his own fireballs while chasing you. He can also now teleport near you if you get too far away. Occasionally there are grid patterns for bullets where you have to barely move to dodge them, or just warp away from where the bullets spawn. At certain health percentages he also spawns minions which fly near him and make avoiding damage in purple mode harder. In my opinion it's still one of the hardest post moon lord bosses just because of how much damage the head does if you touch it, it's pretty much guaranteed to do over half health to any class setup.
Well to its credit that does sound more fun than the version of DoG I played
I did a calamity playthrough a few weeks ago. He has a blue and purple mode which swap throughout the fight. Blue mode means he won't chase you unless you get high from the ground, and purple will have him chase you. Phase 1 has slow bullets that increase in number as his health lowers, he also can't deal contact damage when there's a bunch of bullets at once. Phase 2 speeds him and the bullets up, makes him bigger, and during purple mode he can start shooting his own fireballs while chasing you. He can also now teleport near you if you get too far away. Occasionally there are grid patterns for bullets where you have to barely move to dodge them, or just warp away from where the bullets spawn. At certain health percentages he also spawns minions which fly near him and make avoiding damage in purple mode harder. In my opinion it's still one of the hardest post moon lord bosses just because of how much damage the head does if you touch it, it's pretty much guaranteed to do over half health to any class setup.
>Magic storage >Boss checklist >Recipe browser >Mod of Redemption
Introduces alignment system, 4 post-ML bosses, all of them were great to fight against. Still on beta though >Thorium
The most vanilla-esque mod, adding convenient shellphone upgrade to temple, dungeon, last death and random locations. Nothing much post-ML content other than fighting Primodials though. >Calamity
Good music, adding huge number of content (too much, really). Never ending grind getting stale real fast. >Assorted Crazy Thing
Combat pets!
>alignment system
They haven't done anything with it though. For all intents and purposes, you can be a giant butthole or a saintly priest, and the game doesn't change.
You can do it a lot faster if you make a bunch of characters with 8bit names eg: aaaaaa aaaaab etc
You can do unlimited fishing quests per day on the same world.
I like that every fricking time this game has a thread here it's the same homosexuals complaining about it every time. Doesn't it get boring after awhile?
going beyond the ocean is stupid, because there'd have to be another ocean after the new land for the new world border. really, the ocean should just be extended and there should be islands and shit.
There should maybe islands and the world should wrap imo.
The bus has left on this, but it'd be nice if the captain or something maybe after the first pirate invasion that could take you to "Hard Mode Continent" for your world.
You know so you could have your world for decorating not CONSTANTLY besieged by goblin armies, eclipses and bloodmoons.
Space and the ocean would certainly be better to be expanded upon. If they weren't biomes or thematic with several of the game's items and characters, I wouldn't think they should be expanded upon. However, with the Dead Nautilus, Pirates, Aliens, so forth, I would actually like seeing more. Perhaps a deep sea setting or a sort of hell-like setting but thematically different and opens up in hardmode or, undesirably, post Moonlord in space.
the Free content sucks however and comes tied with moronic nerfs and changing shit for seemingly no reason other than Red being pissed than fans are playing how they like instead of the intended way
I'd much prefer if these "free content updates" just ceased altogether since theyve constantly said every update is the "last update"
I like how tangible the progression in this game feels but i dont enjoy the combat. Almost everything you do from base building, npc housing, ingredient farming, dungeon crawling, arena building, minecart railing, mining, accessory hunting, etc makes you better at something in the game in a concrete way. You dont get that feeling from other sandbox games where progression feels like a checklist instead of something that benefits you as a result of your effort.
kind of feels like a sprint post-plantera though because theres not any new "stuff" unlocked. you just go to dungeon and then start the boss rush after you gear up.
Everything wrong with Ganker encapsulated in one thread.
fpbp
overhaul is better
frick you mirsario, wheres my fire and seasons you dipshit
they still haven't re-implemented them?
no(t yet i think, havent kept up with the project in 2 years or so)
no
It's just fun 2D minecraft, you sound like a sad person
it WAS a fun 2D Minecraft, like 10 years ago. Then the developer came back to properly troon it up. It was better when it was dead.
How'd it get trooned
to troon up (v.): to make a game bloated with non-intuitive mechanics to increase its appeal with autistic transexuals;
Such a quick way to invalidate yourself with just one post.
>Fun
And that's the problem, not necessarily because it's fun, but it's dinsingenuous fun. It's a skinner box that gaslights you into having fun. It have no thematic threadweave, it is a parasite of the dialectic, wrought with dopanergic but dyssylogistic entropy.
>It have no thematic threadweave, it is a parasite of the dialectic, wrought with dopanergic but dyssylogistic entropy.
You died to a slime didn't you
media literate
meds
The comparisons with Minecraft are still as weird as ever, they play nothing alike.
Terraria is way more fun that Minecraft where they keep nerfing shit and taking 90 years to implement some QoL that should've been present 10 years ago.
Can't wait to spend 200 hours finding villagers to make a trading hall in the upcoming updates for them to sell me mid level enchantments at best.
>will incentivize exploring
Yeah, finding like one rare structure and getting a Sharpness II book and 7 potatoes after 19 hours is reaaal fun. Music discs and enchantments (at varying levels) that only show up in rare structures 1/10 times is suuuper fun.
Terraria is a hell of a lot more focused, not only in building but making farms as well. That said building in games is basically always soul draining, but I can't think of many games where it's worse than in Minecraft if you want to do anything remotely large.
Is Calamity good or is it just overrated troonyslop?
How do we kill all trannies instantly rather than waiting for them to ACK?
By being the change we want to see in the world
Zased, so zased..
I'm already kneeling
>the backflip
sovl
How fricked up do you have to be in the head to turn Minecraft into this?
Honestly, with how fricking annoying it's deliberately been made to make minecraft mods, pretty deranged as a base level.
Frick off back to reddít
>i'm so sick of all these trannies in my games!
>adds trannies to his games
what did he mean by this
holy frick my sides are in orbit
Chuckles like these are the best thank you
Whoever made this webm isnt a day over 14
big if true
There's too much bloat, grinding and the changes to combat and enemy AI turn the game from a 2d RPG side-scroller to a bullet-hell game.
When you boot up the mod, by default, it gives you a message saying "Remember to check the wiki!", the fact that the game already needs to say to check the wiki tells you enough about how much shit is added by Calamity, on top of all the content in Modern Vanilla Terraria, by the end your world will feel so bloated by all the biomes + the arenas you gotta make to properly fight the bosses.
I still ended up enjoying it even for how flawed it is, the OST is gud, the Rogue Class is a fun addition, it changes many Vanilla items to be a bit more useful or easier to obtain, and the small bits and pieces of Lore are interesting, but its just not Terraria.
i like it because it's the only mod that really extends the game instead of just dumping a bunch of extra bosses in between the existing ones. terraria is already bloated on bosses as it is with all sorts of shit there's literally no reason to kill like queen slime or deerclops.
i wish more mods did post-moon lord content.
I wouldn't recommended it for a first playthrough, but it's great for adding new content to make subsequent playthroughs more interesting. The recipe browser and boss checklist mods are also useful to quickly determine what to fight next and what the new drops can be used for.
It starts good, but gets steadily worse and worse the further along you progress in it
By the time you get past moonman you'll be wondering "when was the last boss I had fun on" and "when was the last actually cool new area I saw" and "why is this lore so fricking moronic"
>By the time you get past moonman you'll be wondering "when was the last boss I had fun on"
devourer of gods is the most fun i had playing the mod tbh
>devourer of gods is the most fun i had playing the mod tbh
This. Especially while using one of the ark parry swords. Flying up and parrying it's head then slashing all the way down was satisfying as frick.
What is the lore? I've barely played this mod and wanna know if it's Kingdom Hearts tier cringekino
Everyone's ancient and edgy and the Corruption/Crimson and Hallow are just byproducts of some dude fricking around with mechanical shit and there's an unironic troony self-insert npc and a bunch of other moronic shit
They really tried hard to make Terraria into a story about a few boring characters nobody cares about
>an unironic troony self-insert NPC
wait, which one?
https://calamitymod.wiki.gg/wiki/Drunk_Princess
see for yourself homie
it's less cringekino and more just cringe
there's not really enough of it for any kino to arise, and it's all told in little snippets from the perspective of some homosexual who doesn't even show up in the game.
the lore is calamitas sexo
it is bloated and made by a troony
it's very good but a complete cringe overload when the bosses start TALKING to you
The early game stuff is actually really good and understands what makes terraria fun but the endgame content it adds is pure dogshit which is ironic given the endgame content is advertised as the main selling point of the mod, almost like the mod maker is living in opposite land.
Also this
It’s good until shortly after moonlord. Getting better with updates cutting bloat and refining it, but still. I would highly suggest getting the infernum mod to go with it. Really tightens up the boss fights and makes them both more challenging and much more fair.
>friend bought me terraria
>try it now out because i have to
>we play for like a week until I stop because im not into it
>Game is on a surface level like Minecraft but the novelty wears off for me once I realized it's just about defeating bosses to get to the next boss
>Base building feels fricking awkward once you try to make themed structure because the blocks are tiny and building bases is the only reason i play Minecraft for
>I litterly don't give a shit about 90% of terrarias content
It's what happens when your main dev is a spiteful prick and his fat prostitute of a wife serves as the "ideas guy" and loves to insert stupid homosexual shit into it.
poop game fr
Terraria was good like 8 years ago. Every update since then has been nerfs or bloat.
Just admit you got filtered
Unironically how do people get filtered by skeletron of all things
expert skeletron deals comical amounts of contact damage and lack of kb immunity + SoC being your only dash option means being stuck in the spin is instant death sometimes
of course none of it is an issue on normal and the fight can be delayed until post-golem at most anyway but i can definitely see a new player being peer pressured into trying expert on their first run (due to peer pressure) then giving up after losing to skeletard 10 nights in a row
they didn't watch yrimir's tutorials obviously
no arena
In expert mode Skeletron can basically stunlock you
In normal mode he's basically the first boss that you actually NEED to build somewhere to fight him if you aren't doing something weird like making molten armor and grabbing a Hive Five yoyo and a counterweight before fighting him
Sex with the zoologist, secx secxo secxo secx
Did they fix melee?
melee doesn't need to be fixed, it is literally a player perception issue, swords were never designed to be boss fighting weapons, just a standard issue weapon to kill the endless hordes of trash mobs you will encounter with.
I feel the same way about summoner and the whips. I love the idea and mechanics, but they are presented as just special melee weapons. Should have presented them as something more unique.
Being fair there's not much you can do to "fix" the issue since whips were made summon weapons just to give summoners more execution during fights and fill the damage gaps that exist with how much damage summons can put out.
Otherwise summoners would just be right clicking on the boss with their staff and doing nothing the whole fight.
>Otherwise summoners would just be right clicking on the boss with their staff and doing nothing the whole fight.
There is literally nothing stopping you from using any other ranged weapon
This again goes back to the issue of player perception, people assume that because you have some equippable that gives you 15+ damage to summon, you now aren't allowed to use literally anything else.
>There is literally nothing stopping you from using any other ranged weapon
Then you're not playing summoner.
And although you shouldn't mix summons, whips uniquely tag an enemy with ALL of your summons, rather than just the ones for your current summoning item.
whips are the opposite. they can stack a bunch of minor effects which are only useful against enemies with massive HP. The concept of having multiple whips on your hotbar to cycle through damage and attack speed and crit buffs for your minions is pointless for 95% of all combat just like how having a diverse arsenal of summons is pointless because of their damage scaling
I was specifically talking about there being a problem in player perception and presentation. Not the use case, just presentation.
>of their damage scaling
iframes actually
>microtransactions
>game as a service
>bazilion DLCs
yeah , this game sucks
I tried it and somehow it was even more bloated than Minecraft with half it's depth, lineal upgrade progression, floaty combat and many other questionable design choices that makes me wonder if the developers have autism.
It's just Minecraft but with actual content
post all the mods you actually like
bonus if you found actual decent post moonlord content
Thorium
KRPG
Calamity, sort of, mostly the old versions
Overhaul
WeaponOut
Spirit's new version is pretty good
Also I recently played some new mod with item upgrading and enchanting that was pretty fun but kinda broken
I only ever fought the old version of him where the strategy was to just keep flying and don't even let him be on the screen, but I heard he got overhauled. Is the new version much better?
>Is the new version much better?
i only played it for the first time a couple months back so i can't speak for the old version, but it certainly wasn't as boring as you described it.
the bosses after him were total dogshit though, i assume they're also old versions that haven't been reworked?
Couldn't comment, I haven't kept up with its development that much. For the most part my knowledge of newer Calamity is hearsay from /tg/ and here
For whatever it's worth, I liked Polterghast back then, dunno if he's been changed but he felt like a boss that fit pretty well in vanilla Terraria
Well to its credit that does sound more fun than the version of DoG I played
I did a calamity playthrough a few weeks ago. He has a blue and purple mode which swap throughout the fight. Blue mode means he won't chase you unless you get high from the ground, and purple will have him chase you. Phase 1 has slow bullets that increase in number as his health lowers, he also can't deal contact damage when there's a bunch of bullets at once. Phase 2 speeds him and the bullets up, makes him bigger, and during purple mode he can start shooting his own fireballs while chasing you. He can also now teleport near you if you get too far away. Occasionally there are grid patterns for bullets where you have to barely move to dodge them, or just warp away from where the bullets spawn. At certain health percentages he also spawns minions which fly near him and make avoiding damage in purple mode harder. In my opinion it's still one of the hardest post moon lord bosses just because of how much damage the head does if you touch it, it's pretty much guaranteed to do over half health to any class setup.
>Magic storage
>Boss checklist
>Recipe browser
>Mod of Redemption
Introduces alignment system, 4 post-ML bosses, all of them were great to fight against. Still on beta though
>Thorium
The most vanilla-esque mod, adding convenient shellphone upgrade to temple, dungeon, last death and random locations. Nothing much post-ML content other than fighting Primodials though.
>Calamity
Good music, adding huge number of content (too much, really). Never ending grind getting stale real fast.
>Assorted Crazy Thing
Combat pets!
>alignment system
They haven't done anything with it though. For all intents and purposes, you can be a giant butthole or a saintly priest, and the game doesn't change.
bloatslop the game
should I?
You can do it a lot faster if you make a bunch of characters with 8bit names eg: aaaaaa aaaaab etc
You can do unlimited fishing quests per day on the same world.
Early game before the first boss is great, then it devolves into troony neetdom
I would enjoy it a lot more if I didn't have to build annoying boss arenas.
I like that every fricking time this game has a thread here it's the same homosexuals complaining about it every time. Doesn't it get boring after awhile?
the definitive example of content bloat
New World biome beyond the ocean is missing. That's wrong. But hey fill the game up with bloated crap no one asks for, I agree OP.
going beyond the ocean is stupid, because there'd have to be another ocean after the new land for the new world border. really, the ocean should just be extended and there should be islands and shit.
There should maybe islands and the world should wrap imo.
The bus has left on this, but it'd be nice if the captain or something maybe after the first pirate invasion that could take you to "Hard Mode Continent" for your world.
You know so you could have your world for decorating not CONSTANTLY besieged by goblin armies, eclipses and bloodmoons.
Space and the ocean would certainly be better to be expanded upon. If they weren't biomes or thematic with several of the game's items and characters, I wouldn't think they should be expanded upon. However, with the Dead Nautilus, Pirates, Aliens, so forth, I would actually like seeing more. Perhaps a deep sea setting or a sort of hell-like setting but thematically different and opens up in hardmode or, undesirably, post Moonlord in space.
Why would you want a new game? Do you really trust ANYONE to pump out a pointless sequel, and expect it to be good?
Are you really defending someone taking the easy road with 0 creative risks? Pathetic
I choose the road that nets me free content updates, for 0 additional cost. And if I hate the new content, I mod it out.
either they make a new game or they stop with the phoned in updates that dont even justify starting up the game and replaying a new world.
>stop adding in free content?!
>STOP SUPPORTING AN OFFICIAL MODLOADER THAT LETS ME REMOVE CONTENT I DON'T LIKE
>WTF STOOOOOOP
the Free content sucks however and comes tied with moronic nerfs and changing shit for seemingly no reason other than Red being pissed than fans are playing how they like instead of the intended way
I'd much prefer if these "free content updates" just ceased altogether since theyve constantly said every update is the "last update"
>these nerfs that I can easily undo are literally ruining the game wtf?!
>I can easily undo
how? Is there an option in game?
It's called tmodloader. Every single change you don't like can be reverted.
>NPC happiness
Gone
>reaver shark and meteorite nerfs
Undone.
>having to mod a game to fix moronic decisions the dev made
That just means the system is bad.
That's the name of the game. Not everyone is gonna like the changes. The devs openly embrace modding for this reason.
The Terraria engine is old and full of spaghetti code.
So is TF2, but it still works.
mad because bad, git gud.
calamity fixes it
I like how tangible the progression in this game feels but i dont enjoy the combat. Almost everything you do from base building, npc housing, ingredient farming, dungeon crawling, arena building, minecart railing, mining, accessory hunting, etc makes you better at something in the game in a concrete way. You dont get that feeling from other sandbox games where progression feels like a checklist instead of something that benefits you as a result of your effort.
kind of feels like a sprint post-plantera though because theres not any new "stuff" unlocked. you just go to dungeon and then start the boss rush after you gear up.
sexo
I'd goth princess in a heartbeat