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Would it be possible to look into making a way for enlightened crown shards to be craftable?


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I personally wish it was possible to get the enlightened crown shards in a way that isn’t outright deconstructing the boss drop from the celestial champion. While I don’t mind the crowns themselves being a champ exclusive drop as it is a very strong one at that, the shards themselves I’m a bit more iffy about. The main purpose of the shards are to fuel up mushlights and glowcaps for infinite light, which, aside from the fact you likely need a considerable amount of shards to do so, will probably mainly be for decor purposes (since if you have the enlightened crown, you  are very likely not worrying about too much about light worries at that point).

I was thinking it would be nice if the empowered orb the champ drops had a recipe to craft the shards with some moongleams and charged moon shards. That way you still need to do the moonstorm to craft the crown shards, but you would be able to farm them without exclusively killing the champ.

I'd even be okay with crafting Lesser Shards (or something), that you need 4 of to fill up your Glowcap/Mushlights. (Though probably cheaper than the recipe you mentioned.)

By the way, the idea is good, just when the crown is destroyed, a recipe for crafting fragments should drop out. In this case, you will still break the crown, but you will be able to create fragments

I'm always fine with fighting the champion for getting those shards, as you say yeah it's mostly a decorative value added so the survival aspect from it is slightly left behind. The champion is a fun fight especially with friends, however I'm sure a lot would agree that the one who kills the fun and momentum isn't the boss but that one dude :

wagstare.gif

So either I'll go with what you suggest, directly craftable shards from the upgraded orb, but personally I would actually prefer a shortcut to fight the champion as it gives Moon shards and rocks but I'm tired of Wagstaff more than anything. Maybe by adding crafts for Moongleams, Infused Shards and Restrained Statics... or some sort of alternative structure to the Incomplete Experiment to place on the Mysterious Energy which would only require the orb and some materials in the construction slots because I'm sure crafting a hundred items wouldn't be that funny, unless we get many of them at once, but that'd be a little unusual.

I'm against this change:

Lighting up my base with glowcaps powered by ecrown shards gives me a sense of accomplishment. Running through the entire place, never using a lightsource makes me happy and I feel satisfaction. I know how much time/work went into it. It evokes this special feeling of "lategame", where the constant's dangers have faded into the background. I have truly conquered the place and can produce anything in large quantities fairly quickly. 


Taking away the shards from CC, would mean that I would fight him 1-3 times at most, even in really long worlds. While it's a fun fight, there would be no reason to. Building the Incomplete Experiment is very annoying.

Crafting the shards from moon storm events would totally suck the satisfaction and accomplishment out of the base lighting. Eshard powered Glowcapswould still be useful and pretty, but I'd no longer be proud to have build so many, since there is no longer any effort to be made. At the moment, I already have to farm high amounts of moongleams and infused shards to get ecrown shards. They are just not crafted directly into the shards, but rather into summoning the bossfight. Following the suggestions just means skipping the bossfight part.

I get that not everybody may feel this way. May I ask, why does the op (and some others) want this change? I'm only seeing "decor items shouldn't be boss drops" as a reason. And I disagree. I think it's great that biggest incentive to do some (repeated) tough bossfights is base decor. This make the (repeated) fight very optional. It gives me a choice. Do I want to fight CC x times and build a million glowcaps? Am I happy with just 5? Did I barely beat the thing and am horrified to do it again? There are other means to get light. I love that eshards (like napsacks) are luxury items at their core.

13 hours ago, QuartzBeam said:

I'd even be okay with crafting Lesser Shards (or something), that you need 4 of to fill up your Glowcap/Mushlights. (Though probably cheaper than the recipe you mentioned.)

Isn't that just festive lights? 

Not that I'm against the idea (not really in favor of it either). 

To me it seems more of a problem for big mega base players. I have four mushlamps filled with festive light and that's enough for me personally. A safe haven in the darkness of the constant. Lighting up every corner of the constant should probably require work...

It seems like a lot of the reception on crafting crown shards is mixed, so I might as well chat a bit to why I feel they should be craftable, or at least more readily obtainable.

As my experience as a megabaser who had defeated the champ roughly ~100 times (this is not an exaggeration), doing the whole moonstorm is incredibly demotivating for me. Farming the charged glass and gleams isnt too painful, but farming the statics is a completely different story. You very likely are going to be near builds that are going to be within the range of the static event and take structural damage (in the form of the walls breaking or mobs dying) as a result. I do know you can break the static to try to get a better position, but doing that constantly will eat up a significant amount of time, so I pretty much only do it if I know the damage is going to be incredibly significant.

Another thing I don’t really like about it is it discourages you to try to expand your base, at least on the surface. It is much easier for you as a player to do and complete moonstorms in mostly build-free areas (maybe with some broken down walls in forested ones) then try to do the storm near various builds which can be very taxing to repair. Both of my recent burnouts has been caused by this, and my friends who did the storm also had a similar experience of being incredibly demotivated by it.

I can pretty consistently focus on grinding mats to farm and kill 10 champions a year, give or take. While this is quite a noteworthy amount, it is basically the only thing I focus on throughout the year, and combined with the structure damage leaves me pretty  frustrated that the main reason I’m doing this is just to get lights to make my builds look nicer overall. I feel that something should probably change on this front, be it making craftable shards to just making the summoning of the boss easier to do on repeat kills.

12 hours ago, GelatinousCube said:

Just turn on winters feast and farm Klaus, Deerclops and Oasis Fishing. You can get a pretty decent amount of festive lights fairly quick if you focus on them 

This is a completely valid point (I do constantly do this in my own world). My main issue comes from the fact it can be difficult to get the colored lights you want for glowcaps. You get vastly more red ones thanks to feastclops, and it’s fairly difficult to farm other colored lights you might want since your only shots are oasis fishing for the summer and/or klaus.

I wish that CC spawn req should get a bit more laxed on repeated kills.

Imo Ancient Fuelweaver does this rather well. You can setup a Shadow Pieces farm to get an unholy amount of hearts, you know the ruins layout and where enemies spawn so you can clear it faster. The gears you get/craft after each clears only speed up the later clearing processes. Not to mention ruins clearing is way more fun and rewarding than wacking some birds while an old man wastes you 1/3 of day just to give you a dumb static. And you have to do it thrice. You can't really do anything to speed up the process either.

So my point is, reduce cc spawn requirements, or adding ways to shorten the process, and/or make moongleams/charged glass more valuable to make it more rewarding. I think that will solve the problem with the light shards.

 

1 hour ago, Maxil20 said:

You very likely are going to be near builds that are going to be within the range of the static event and take structural damage (in the form of the walls breaking or mobs dying) as a result. I do know you can break the static to try to get a better position, but doing that constantly will eat up a significant amount of time, so I pretty much only do it if I know the damage is going to be incredibly significant.

Another thing I don’t really like about it is it discourages you to try to expand your base, at least on the surface. It is much easier for you as a player to do and complete moonstorms in mostly build-free areas (maybe with some broken down walls in forested ones) then try to do the storm near various builds which can be very taxing to repair. Both of my recent burnouts has been caused by this, and my friends who did the storm also had a similar experience of being incredibly demotivated by it.

I can pretty consistently focus on grinding mats to farm and kill 10 champions a year, give or take. While this is quite a noteworthy amount, it is basically the only thing I focus on throughout the year, and combined with the structure damage leaves me pretty  frustrated that the main reason I’m doing this is just to get lights to make my builds look nicer overall. I feel that something should probably change on this front, be it making craftable shards to just making the summoning of the boss easier to do on repeat kills.

I wasn't aware the Wagstaff event causes structural damage. Are the birds destroying your fences?

I can wholeheartedly agree that completing the moonstorm event repeatedly is very taxing, very annoying and I, too wish there was some form of shortcut on repeatkills. 

In any case, it may be interesting to explore some sort of Moonstorm protection that prevents it from spawning in the protected area. I'm thinking along the lines of lightning rod here. A BP could drop from celestial champion. If that's not lore friendly enough, then maybe Wagstaff could tell us how to do it. 

On the other hand the moonstorm event's permanent full moon is pretty powerful in its own right and having protection against the stormy area kinda removes its only downside.

7 hours ago, Prinha said:

May I ask, why does the op (and some others) want this change?

It's a borish grind of farming summoning mats and doing the fight over and over and over again.

I remember with a group of folks killing a plenty of champions (10+), at the end we only had a small amount of shards left to spare for ourselves as crowns went to everyone else.

This is another problem for champion, fight itself is awesome and fun I think, but its loot is oddly very selfish compared to other bosses drops. Only one piece of loot(the crown) for a single player to use, or you sacrifice it for 5 shards which isnt preferable if everyone doesnt have a crown yet. Whilst the Fuelweaver drops 3 different pieces of loot.

To be clear on my standing, it doesn't have to be in the form of the shards being craftable, it can be anything really. It could be the summoning materials getting easier after the first fight (Terraria did this awesome change for it's own celestial type world event where its easier to do after the first time you've done it), the celestial champion dropping shards with itself, etc. I just dont want to spend eons and eons just so I can light up my base prettily without maintenace, is that too much to ask?

3 minutes ago, Hornete said:

This is another problem for champion, fight itself is awesome and fun I think, but its loot is oddly very selfish compared to other bosses drops. Only one piece of loot(the crown) for a single player to use, or you sacrifice it for 5 shards which isnt preferable if everyone doesnt have a crown yet. Whilst the Fuelweaver drops 3 different pieces of loot.

what about the glorious moon glass stacks? who doesnt want 4 stacks of super useful glass? xD

1 hour ago, Maxil20 said:

You very likely are going to be near builds that are going to be within the range of the static event and take structural damage (in the form of the walls breaking or mobs dying) as a result

they should damage players not walls and fences, is annoying 

Just now, ArubaroBeefalo said:

what about the glorious moon glass stacks? who doesnt want 4 stacks of super useful glass? xD

Thats a very fair point! The excess glass is so good that one time I fought the champion just for the glass, I didnt care about crown haha.

It reminds me a lot of the DS ruins where nightmares dropped fuel when the ruins cycle ended.

Just now, Hornete said:

It reminds me a lot of the DS ruins where nightmares dropped fuel when the ruins cycle ended.

that was sick. I remember picking all the NF and a new cycle started hahaha

2 hours ago, Prinha said:

I wasn't aware the Wagstaff event causes structural damage. Are the birds destroying your fences?

The misshapen bird’s acid spit is AOE, so it can damage mobs/fences in an area around it. It normally isn’t too significant, but it can become a pretty troublesome issue depending on how many spawn at once (since it only takes 3 spit AOE hits to break a fence, and they have a pretty decent range). It doesn’t happen as much as the charged moonglass hitting the walls though, especially when it spawns in a way where it’s not possible to hit the glass stack unless you hammer the wall first.

2 hours ago, ArubaroBeefalo said:

what about the glorious moon glass stacks? who doesnt want 4 stacks of super useful glass? xD

What about 2000 stacks? Moondial decor bit me hard…

821EE3FF-EDD9-4104-B980-2C01B8D6BB24.png.2eff0b557dd57957da558005bb704c89.png

(*The inventory amount is from a mod called ground chest, which automatically counts all the piles of glass in a radius and is how I was able to see this amount)

On 10/5/2022 at 10:44 AM, Hornete said:

(Terraria did this awesome change for it's own celestial type world event where its easier to do after the first time you've done it)

I was just about to mention this, it would be an awesome change.

In the meantime, for anyone interested, I made a mod that makes celestial champion drop empty restrained canisters (don't ask why it would drop it lorewise...), 30 charged moonglass and 15 moongleams

The canisters take 40 days to charge and it means that you can swap the wagstaff grind for a 40 day cooldown period like other bosses. 

Besides this I also added a % chance to make him drop a shard, I believe it would be a good way to teach players to deconstruct it.

I'd love to make all of these values configurable but I havent looked up how to do it yet.

I think having one crown drop per fight makes sense. For a small group of friends, that means you'll only have to do the moonstorm event a few times. To resolve the shard issue, what if a crown would drop 10 enlightened shards, just like the bone helm drops 10 bone shards? Then after 10 additional fights, you'd have enough for 100 mushlights. I have zero experience mega basing, but that sounds like a decent amount of light.

On 10/7/2022 at 12:11 AM, Juanasdf said:

I was just about to mention this, it would be an awesome change.

In the meantime, for anyone interested, I made a mod that makes celestial champion drop empty restrained canisters (don't ask why it would drop it lorewise...), 30 charged moonglass and 15 moongleams

The canisters take 40 days to charge and it means that you can swap the wagstaff grind for a 40 day cooldown period like other bosses. 

Besides this I also added a % chance to make him drop a shard, I believe it would be a good way to teach players to deconstruct it.

I'd love to make all of these values configurable but I havent looked up how to do it yet.

This is really good. I am sick of doing wagstaff's quest. It gets horrifically bland and repetitive and takes a good chunk of time.

On 10/5/2022 at 7:58 AM, Maxil20 said:

As my experience as a megabaser who had defeated the champ roughly ~100 times (this is not an exaggeration), doing the whole moonstorm is incredibly demotivating for me. Farming the charged glass and gleams isnt too painful, but farming the statics is a completely different story. You very likely are going to be near builds that are going to be within the range of the static event and take structural damage (in the form of the walls breaking or mobs dying) as a result. I do know you can break the static to try to get a better position, but doing that constantly will eat up a significant amount of time, so I pretty much only do it if I know the damage is going to be incredibly significant.

Another thing I don’t really like about it is it discourages you to try to expand your base, at least on the surface. It is much easier for you as a player to do and complete moonstorms in mostly build-free areas (maybe with some broken down walls in forested ones) then try to do the storm near various builds which can be very taxing to repair. Both of my recent burnouts has been caused by this, and my friends who did the storm also had a similar experience of being incredibly demotivated by it.

I can pretty consistently focus on grinding mats to farm and kill 10 champions a year, give or take. While this is quite a noteworthy amount, it is basically the only thing I focus on throughout the year, and combined with the structure damage leaves me pretty  frustrated that the main reason I’m doing this is just to get lights to make my builds look nicer overall. I feel that something should probably change on this front, be it making craftable shards to just making the summoning of the boss easier to do on repeat kills.

this seems like more of an issue with how the moon storm plays out the with cc fight itself, so wouldn't be easier just to request a way to focus the moonstorn to a spec area instead of just were ever? This way, the moonstorm is still a bit of a threat but it's a consolidated threat, and also makes it so that even though the shards are easier to get to, they aren't easier to get per say. this could also be paired with reducing the continuous repair cost to make it easier for farming the same event over and over, much like terraria.

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