I think most of changes would be great however the one were you give the dash it own button is not a good change I might be a me thing but I dont want to have more keybinds and I honesty think the dash
Pretty much agree with every change on here, at least in theory. I guess you could not that there are ways to buff your NPC’s using shimmer items, but not all that easily and I’m not sure how much it helps. I think unlimited fishing quests would be too OP, considering you get the fish you’re looking for almost instantly most of the time. Maybe three a day or smth. There are some annoying ones like cavern or mushroom or honey fish early on, and I think those should give you better rewards (maybe they already do?)
1:12 Even if one's pre-built Plantera arena gets corrupted in Hardmode, then can simply use the Clentaminator to restore it, so I don't see the big issue. 2:09 The problem with this is that it would be overpowered for money farming. 2:31 That's already in the game.
I saw a neat fan idea about having the Angler not only give random rewards, but Fishing Tokens that are a bit like the Tavernkeep's Defender Medals. If you gather enough Fishing Tokens, you can use them to also purchase items from the Angler of your choosing. So no more worrying about missing out on stuff due to RNG, such as Shellphone ingredients or cool decorations for your builds.
That's the entire point of the corruption, everyone hates it but it makes a sudden change in your plans which makes it interesting. Have you ever seen a good movie where people think of a plan and it works first try?
Having both world evils as an option would be really lame, what's the point of choosing which one if you can just pick both and get the benefits of both
And if you really want both evils you can just use the drunk seed as you said
Both evil biomes – there's already option for it, the reason it's not done is because it would make every playthrough the same. NPCs getting stronger – this already happens automatically. Infinite boss summons – journey mode exists. If you played like 10+ times Biome keys – the reason it's not done is because it would make every playthrough the same. If you really need it, it's super easy to farm it, but it's balanced so it's a nice bonus weapon.
What terraria actually needs is fully automated fishing.
1.: Crimson and Corruption. These and the ore variants make the game less repetitive. Just these alone make players play the game through at least twice. As you said it's doable with mods, world seeds and actual seeds, if you shove it into the player's face they will always choose both. Would make worlds less interesting and unique. I strongly dislike it. 2.: I would argue the problem is that it's not interesting and unique. Instead of slowing it down, how about making it more unique with weapons, armors and it's look revamped? I would choose this one. ,,Biome spread is frustrating" At the time of your complaints you are already a master of the game, why act like a starter and justify everything from a beginner's viewpoint? 3.: Stackable buffs, really? Seemingly you dislike most of the game mechanics and want to streamline to the point of the player not having to do anything. It seems like your problems stem from you not looking around for other games to play and got so bored of playing through Terraria that you want to eliminate anything that's not killing bosses. I wouldn't be surprised if you wanted to remove the whole gameplay between these fights and just have the items spawn in your inventory. Strongly dislike this, the duration is there for a reason. It's the drawback of having an easier fight. 4.: Yeaaaah why have any drawback to loosing a fight.. Another bad take from a burned out player. "Causes you to grind", that's the game's premise lol, grind and fight. 5.: Already in the game LOL, they either get stronger or are already strong enough + you have to make a safe environment, a frickin home! Nobody likes hard mode being hard is what you said basically. Duuudee 6.: Why no infinite daily queeests! Sure buddy, why do we even need materials to craft, it's an endless grind! Nobody likes that! The problem is the achievement requiring 200 quests complete instead of 100. 7.: Emm… double tapping? What do you mean by clicking? 8.: I can't continue that's funny. 9.: I strongly agree! Finally something. ReLogic is already very generous on the QoL front. You have 9999 stacks or have the inventory problems mitigated for example.
I personally like the annoying parts of terraria. What I would change is 1) The expert mode attack for Deerclops so there is no ShadowHand attack teleporting on top of the player so it is fair, so players are incentivized to kill it as a first boss. 2) Give Deerclops a much higher chance of spawning in the snowbiome if there is a blizzard.
Nominate blocks and items to never pick up. I want to see one in my inventory and have the option to bin it and leave future ones on the ground forever. Or auto-delete. Tired of panic running a mushroom biome early, hitting 4 life crystals, but not picking any up, because one mud block clogged up a spot in my inventory.
#1 – Great idea honestly. Should be in the game. #2 – Idk maybe I've just had insanely lucky playthroughs in over 2k hours but I only ever had 1 seed where a biome got just about completely bricked (it was desert/underground desert). I don't see this as a big issue personally but I'm also the type who when they see corruption near the JG they don't mind buying a fuck ton of dynamite and blowing a big square around a section of the jungle so I can "set and forget" when it comes to the rest of the corruption spread. I don't need the entire Jungle or w/e biome I just need part of it. #3 – I can kinda see how this would be annoying. Personally I don't have an issue with it. #4 – 1,000,000% this. I almost exclusively play modded Terraria for a few reasons, this being mod of them. Stackable summons and an in-game recipe browser make the game so much more enjoyable. The biggest pain point for things like this is Pillars/Moon Lord honestly. Once you finally beat him a few times this isn't an issue at all but I remember my first 5-10 tries at him and having to go redo the Cultist fight then redo pillars THEN I get to have enough materials to fight moon lord again is just lame. An addition to this complaint would also be "time of day" specific bosses. I did a playthrough with a friend for the first time playing the "For the worthy" seed and we died on skeletron and oh boy is it SOOO fun waiting another full day for the damn guy to respawn and fight him again. #5 – Another great one, completely agree. This is yet another thing I use a mod to solve. Doesn't change progression or affect gameplay in any real way. Just makes your play time 100x less frustrating when an NPC dies or walks out of their house and gets themselves unalived. #6 – 100%, If anything I think the Angler quest/fishing as a whole could use a rework in how it functions but that would likely be a future future "final update." My idea would be a quest system where like the log book for critters you have to try to catch all of the fish in the game from different biomes and at certain percentage breakpoints you would get one of the rewards i.e. get 5/10/15% of the fish in the game = 1 piece of the fishing armor set. This would be some work for ReLogic to do as it would involve adding many new fish to bolster the count though I think this would make fishing a more fun goal to chase after rather than clicking quest -> going to x biome -> catching fish in a few tries -> turning in. This is coming from someone who loves fishing in Terraria. #7 – I agree with this, though I would like the choice to do either as it's too engrained in my head to double tap a/d for dashing. #8 – Ye biome keys are kinda annoying ngl #9 – Ocean absolutely is an under utilized biome. You get 1 optional event boss (that isn't intuitive at all to encounter) and 1 boss in hard mode, also an optional one. I honestly wish vanilla Terraria had a Calamity-equivalent or similar content to the abyss under the ocean. Something, anything. Make each of the oceans on both sides of the world have unique qualities and enemies or content.
There's a quite a few QoL things I think Terraria could truly use and it would make so many more people enjoy the game. A recently got a friend of mine to try Terraria who doesn't like Survival Crafting games and I told them to play modded with just recipe browser + boss checklist + NPCs dont die + stackable summons. He said he never could get into Terraria because he "never could figure out what to or how to progress" so he just didn't bother continuing. Having a built-in boss list that could hide bosses past the next one in line would be great. Personally I don't mind using the wiki but I don't blame people for getting turned off the game playing Vanilla and not having a clue as to what gear there is to use, where find it, what enemies drop what, how to encounter many many bosses in the game, etc.
In another one of your videos (I believe) you talked about the 2nd half of hardmode feeling like a speedrun and that's where I'd also want more attention to be given. Calamity for me is the fix for that but I would love more late game content in the game to make the game feel more evenly paced rather than the relatively smooth paced early/middle of hardmode into the mad blitz to rush through a bunch of bosses to kill moon lord.
Hot take, but I think keeping biome keys as these extremely rare commodities really helps make the biome weapons feel special in a playthrough, like seeing one drop makes you feel lucky! I think having it be a long crafting recipe instead, while making them more accessible and guaranteed, would just make them as these tedious items to get. Which I mean if you're farming for them manually, they are tedious to grind for, although imo I don't think they were really designed to even be items you're meant to get every playthrough, as helpful as say the vampire knives are.
Also PSA to people dying to Jungle Spiked Slime, fight King Slime before entering the Underground Jungle, Royal Gel makes a huge difference when a lot of the enemies that can spawn there now become entirely harmless.
when the corruption or crimson spreads it should spawn new crimtane hearts and shadow orbs, when they are broken a large surounding chunk of their respective biome gets cleansed.
If I could make one change, I want an option to have a worldsize even larger than large. This is because the biomes feel so smushed sometimes and it's odd when I have desert in my snow biome that's also flanked by the jungle. This gets even more complicated if you introduce mod biomes that smush it even more. It feels like the intention is to have each environmental biome be it's own thing, but it's difficult because even though the world is large, it's still relatively small. Another idea would be to have a normal large world in pre-hardmode, then once you defeat the WOF, there's a loading screen and the map adds on a whole half of the world to each side of the map. Completely creating an Ocean biome and adding on reigning biomes of dark and light that can grow even more out of control at the edge of your super large world. Or more instances of existing biomes or such.
36 Comments
That’s what mods are for
Other than that good video I love your voice
TModLoader scratches that itch.
my only main concern with terraria is that it's just a little unpolished.. like they should pull a Minecraft 1.14 update and update sprites
I'm pretty sure some NPCs get new weapons after you go in hardmode
lol
NPCs do get slightly stronger as you progress. After certain boss milestones are completed they get minor damage and defense buffs.
I think most of changes would be great however the one were you give the dash it own button is not a good change I might be a me thing but I dont want to have more keybinds and I honesty think the dash
What are some changes you would make to Terraria? Let me know.
Um technically the npcs do progress but its not by a significant amount
Pretty much agree with every change on here, at least in theory. I guess you could not that there are ways to buff your NPC’s using shimmer items, but not all that easily and I’m not sure how much it helps. I think unlimited fishing quests would be too OP, considering you get the fish you’re looking for almost instantly most of the time. Maybe three a day or smth. There are some annoying ones like cavern or mushroom or honey fish early on, and I think those should give you better rewards (maybe they already do?)
Low-key thought this was just gonna be a video about some guy with a skill issue complaining but these are all valid points that I mostly agree with
I mostly just want master mode to get unique rewards and for dropped items on mediumcore to identify the player who lost them.
I really suggest you take your time and make a long form video on Calamity as you mentioned in your community post. Id be glad to see it drop
1:12 Even if one's pre-built Plantera arena gets corrupted in Hardmode, then can simply use the Clentaminator to restore it, so I don't see the big issue. 2:09 The problem with this is that it would be overpowered for money farming. 2:31 That's already in the game.
They should just make biome spread optional
I saw a neat fan idea about having the Angler not only give random rewards, but Fishing Tokens that are a bit like the Tavernkeep's Defender Medals. If you gather enough Fishing Tokens, you can use them to also purchase items from the Angler of your choosing. So no more worrying about missing out on stuff due to RNG, such as Shellphone ingredients or cool decorations for your builds.
2:31 already exists in-game. You can read under "Stat Boosts" on the exact wiki page you showed
But terraria is already perfect
3:43 that’s just a skill issue tbh
That's the entire point of the corruption, everyone hates it but it makes a sudden change in your plans which makes it interesting. Have you ever seen a good movie where people think of a plan and it works first try?
Fun fact, chlorophyte turns dirt, grass, evil, and hallow grass into mud. I know that doesn't account for the stone, but it's something
Having both world evils as an option would be really lame, what's the point of choosing which one if you can just pick both and get the benefits of both
And if you really want both evils you can just use the drunk seed as you said
Both evil biomes – there's already option for it, the reason it's not done is because it would make every playthrough the same.
NPCs getting stronger – this already happens automatically.
Infinite boss summons – journey mode exists. If you played like 10+ times
Biome keys – the reason it's not done is because it would make every playthrough the same. If you really need it, it's super easy to farm it, but it's balanced so it's a nice bonus weapon.
What terraria actually needs is fully automated fishing.
I think they should add a crafting recipe for every statue, maybe using banners, bombs, mana crystals, heart crystals
1.: Crimson and Corruption. These and the ore variants make the game less repetitive. Just these alone make players play the game through at least twice. As you said it's doable with mods, world seeds and actual seeds, if you shove it into the player's face they will always choose both. Would make worlds less interesting and unique. I strongly dislike it.
2.: I would argue the problem is that it's not interesting and unique. Instead of slowing it down, how about making it more unique with weapons, armors and it's look revamped? I would choose this one. ,,Biome spread is frustrating" At the time of your complaints you are already a master of the game, why act like a starter and justify everything from a beginner's viewpoint?
3.: Stackable buffs, really? Seemingly you dislike most of the game mechanics and want to streamline to the point of the player not having to do anything. It seems like your problems stem from you not looking around for other games to play and got so bored of playing through Terraria that you want to eliminate anything that's not killing bosses. I wouldn't be surprised if you wanted to remove the whole gameplay between these fights and just have the items spawn in your inventory. Strongly dislike this, the duration is there for a reason. It's the drawback of having an easier fight.
4.: Yeaaaah why have any drawback to loosing a fight.. Another bad take from a burned out player. "Causes you to grind", that's the game's premise lol, grind and fight.
5.: Already in the game LOL, they either get stronger or are already strong enough + you have to make a safe environment, a frickin home! Nobody likes hard mode being hard is what you said basically. Duuudee
6.: Why no infinite daily queeests! Sure buddy, why do we even need materials to craft, it's an endless grind! Nobody likes that! The problem is the achievement requiring 200 quests complete instead of 100.
7.: Emm… double tapping? What do you mean by clicking?
8.: I can't continue that's funny.
9.: I strongly agree! Finally something.
ReLogic is already very generous on the QoL front. You have 9999 stacks or have the inventory problems mitigated for example.
There is a seed for both evil worlds tho
There are two Books that can be used to increase the strength of Villagers: "Advanced Combat Techniques" and "Advanced Combat Techniques: Volume two"
I personally like the annoying parts of terraria. What I would change is
1) The expert mode attack for Deerclops so there is no ShadowHand attack teleporting on top of the player so it is fair, so players are incentivized to kill it as a first boss.
2) Give Deerclops a much higher chance of spawning in the snowbiome if there is a blizzard.
The primary issue with infinite boss summons is it completely trivializes the whole money system.
Nominate blocks and items to never pick up. I want to see one in my inventory and have the option to bin it and leave future ones on the ground forever. Or auto-delete. Tired of panic running a mushroom biome early, hitting 4 life crystals, but not picking any up, because one mud block clogged up a spot in my inventory.
Jungle being taken by corruption is always garbo tarbo. Id love to see it removed or slowed there
#1 – Great idea honestly. Should be in the game.
#2 – Idk maybe I've just had insanely lucky playthroughs in over 2k hours but I only ever had 1 seed where a biome got just about completely bricked (it was desert/underground desert). I don't see this as a big issue personally but I'm also the type who when they see corruption near the JG they don't mind buying a fuck ton of dynamite and blowing a big square around a section of the jungle so I can "set and forget" when it comes to the rest of the corruption spread. I don't need the entire Jungle or w/e biome I just need part of it.
#3 – I can kinda see how this would be annoying. Personally I don't have an issue with it.
#4 – 1,000,000% this. I almost exclusively play modded Terraria for a few reasons, this being mod of them. Stackable summons and an in-game recipe browser make the game so much more enjoyable. The biggest pain point for things like this is Pillars/Moon Lord honestly. Once you finally beat him a few times this isn't an issue at all but I remember my first 5-10 tries at him and having to go redo the Cultist fight then redo pillars THEN I get to have enough materials to fight moon lord again is just lame. An addition to this complaint would also be "time of day" specific bosses. I did a playthrough with a friend for the first time playing the "For the worthy" seed and we died on skeletron and oh boy is it SOOO fun waiting another full day for the damn guy to respawn and fight him again.
#5 – Another great one, completely agree. This is yet another thing I use a mod to solve. Doesn't change progression or affect gameplay in any real way. Just makes your play time 100x less frustrating when an NPC dies or walks out of their house and gets themselves unalived.
#6 – 100%, If anything I think the Angler quest/fishing as a whole could use a rework in how it functions but that would likely be a future future "final update." My idea would be a quest system where like the log book for critters you have to try to catch all of the fish in the game from different biomes and at certain percentage breakpoints you would get one of the rewards i.e. get 5/10/15% of the fish in the game = 1 piece of the fishing armor set. This would be some work for ReLogic to do as it would involve adding many new fish to bolster the count though I think this would make fishing a more fun goal to chase after rather than clicking quest -> going to x biome -> catching fish in a few tries -> turning in. This is coming from someone who loves fishing in Terraria.
#7 – I agree with this, though I would like the choice to do either as it's too engrained in my head to double tap a/d for dashing.
#8 – Ye biome keys are kinda annoying ngl
#9 – Ocean absolutely is an under utilized biome. You get 1 optional event boss (that isn't intuitive at all to encounter) and 1 boss in hard mode, also an optional one. I honestly wish vanilla Terraria had a Calamity-equivalent or similar content to the abyss under the ocean. Something, anything. Make each of the oceans on both sides of the world have unique qualities and enemies or content.
There's a quite a few QoL things I think Terraria could truly use and it would make so many more people enjoy the game. A recently got a friend of mine to try Terraria who doesn't like Survival Crafting games and I told them to play modded with just recipe browser + boss checklist + NPCs dont die + stackable summons. He said he never could get into Terraria because he "never could figure out what to or how to progress" so he just didn't bother continuing. Having a built-in boss list that could hide bosses past the next one in line would be great. Personally I don't mind using the wiki but I don't blame people for getting turned off the game playing Vanilla and not having a clue as to what gear there is to use, where find it, what enemies drop what, how to encounter many many bosses in the game, etc.
In another one of your videos (I believe) you talked about the 2nd half of hardmode feeling like a speedrun and that's where I'd also want more attention to be given. Calamity for me is the fix for that but I would love more late game content in the game to make the game feel more evenly paced rather than the relatively smooth paced early/middle of hardmode into the mad blitz to rush through a bunch of bosses to kill moon lord.
Hot take, but I think keeping biome keys as these extremely rare commodities really helps make the biome weapons feel special in a playthrough, like seeing one drop makes you feel lucky! I think having it be a long crafting recipe instead, while making them more accessible and guaranteed, would just make them as these tedious items to get. Which I mean if you're farming for them manually, they are tedious to grind for, although imo I don't think they were really designed to even be items you're meant to get every playthrough, as helpful as say the vampire knives are.
Also PSA to people dying to Jungle Spiked Slime, fight King Slime before entering the Underground Jungle, Royal Gel makes a huge difference when a lot of the enemies that can spawn there now become entirely harmless.
Also make it so you can select which ores generate.
I hate Tin, Lead, Tungsten and Platinum but Tungsten is worst.
when the corruption or crimson spreads it should spawn new crimtane hearts and shadow orbs, when they are broken a large surounding chunk of their respective biome gets cleansed.
If I could make one change, I want an option to have a worldsize even larger than large. This is because the biomes feel so smushed sometimes and it's odd when I have desert in my snow biome that's also flanked by the jungle. This gets even more complicated if you introduce mod biomes that smush it even more. It feels like the intention is to have each environmental biome be it's own thing, but it's difficult because even though the world is large, it's still relatively small. Another idea would be to have a normal large world in pre-hardmode, then once you defeat the WOF, there's a loading screen and the map adds on a whole half of the world to each side of the map. Completely creating an Ocean biome and adding on reigning biomes of dark and light that can grow even more out of control at the edge of your super large world. Or more instances of existing biomes or such.