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Found 2 results

  1. I find that the new map generator has made turtling much more enjoyable, yet at the same time much harder to actually achieve. Among some of the effects: 1. Pigs and beefalos are at least 1-3 islands away, and usually with spider nests all over the place. So acquiring dung is much more risky. 2. There are spider nests everywhere, so travelling is just riskier in general. 3. The different biomes are farther apart, so finding a sweet spot from which to turtle involves more compromise than before. 4. Pig King is harder to find, cutting me off from easy gold access, which in turns cuts off easy access to gold tools and other luxury items. This also forces me to be wise about how to use my flint resources. And many many more. I have to make strategic and tactical decisions much more often, and I LOVE it.
  2. Considering that Tentacle Monsters drop valuable items such as spots and the spikes, I feel that taking them down needs to be made more interesting. However, considering that they're stationary monsters with a simple attack pattern, I imagine that this is easier said than done. But here's my proposal: make them a little less stationary and add small variations to their attack pattern like so: 1. When you meet a tentacle monster for the first time, it behaves as it does now. You can use the classic attack and retreat pattern. 2. Once the tentacle is down to 50% health or so, it retracts and relocates a very short distance away. This forces you to look for it again. This also introduces risk, because it may relocate close to another tentacle. 3. If the tentacle is found again, it will popup again, but this time with shorter notice. All this would suggest to the player that the tentacle is scared and trying to defend itself. You could leave it at that, but you could also make the tentacles switch between two-hit attacks and one-hit attacks. The idea would be to prevent the player from getting too lazy with the attack & retreat pattern. If the tentacle switches between one-hit and two-hit strikes, the player won't be able to ride the monotonous timing of the attack & retreat pattern. Additionally, you could reduce (or randomize) the idle-time after the tentacle's one-hit strike. This would mean that the player has to move in quicker to get a hit, but risk moving in too Soon if the tentacle is going for a two-hit strike. The tentacle's idle-time after striking twice is currently quite long and stable, giving the player ample time to approach it for another hit. Adding these small changes, a subset of them or something else altogether (with a few tentacle sound effects or animations to signal the state of the tentacle) could make tentacle hunting a different experience every time. Anybody got other thoughts about the tentacles?