![]() I always found myself taking longer to find a specific npc in the midst of a 10+ house compared to now where I can instantly access a spot. If you don't really like building stuff and is annoyed because this supposedly takes away from the pratical purposes of the "hotel to the skies" square buildings with all npcs crammed into it then there's even less reason to complain, really? Having a few houses for 2~3 npcs in each biome with pylons is not only a faster way to move around the world, but also faster to access a specific npc in general. The new tree types are pretty cool.), waterfalls among many other things. Things like playgrounds, parks (as in, tree farms and stuff. You can still create big cities, you'll just need to space things out more with "filler" buildings without npc in them just for visual purposes just terraforming and decorating the natural scenario. That is, it is a punishment with a reward attached that makes avoiding the punishment tolerable.Įhh, I don't really understand much of the criticism with it. The Pylon system was bolted on as a way to make the forced spreading out of NPCs playable. It seems to me, by the design of the feature, that this was initially about stopping "NPC Prisons". Take away the happiness system and give players access to Pylons just by having the NPC sell them if they're in their preferred biome, and you get the same system and you can build in whatever way works for you, but without all of the problems we're talking about here. No it is unnecessary and ultimately unrelated to what you enjoy about the mechanic. OK, fine.īut what does increasing prices for those who want to build large towns do to improve things? How does that enhance your play of the game? Is juggling the various wants from your NPCs just to get a decent price an effective part of "building small towns in Terraria and using the pylons so I can get to each town really fast"? So, what you love is building small towns and being able to teleport between them.
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