Over on the Terraria end, hard-mode has been my drug of choice.
I find that I enjoy the challenge of facing something difficult and initially pwns your face off, but then steadily working out how to defeat it via better and creative tactics (and possibly incrementally better gear.)
The big BUT is that I can accept this quite easily in a singleplayer or small multiplayer game, but somehow the flow seeking for optimal challenge seems to break down in a big MMO.
One major difference that I can think of is that Terraria allows creativity of block placement and the ability to alter your scenery. You get to dig trap pits, walls and barriers to shield yourself, plot and plan and set up regeneration stations (<3 my honey pits) and the eventual reward of this industry is the capacity for “easy fun” when the mob progresses to the “on farm” phase, where you stand around, hold down a mouse button and cackle as things die and loot drops.
In a big MMO, progress is more measured by how good your gear gets, and how well your group/raid members play.
In Terraria, there is incrementally better gear as well, but progress on that front is generally a lot faster.
RNG chances of 0.5% – 1% are a LOT more palatable when you can go through one mob in under a few seconds and can generate hundreds of them in under an hour.
Contrast this with an MMO raid where you only get to test the favor of the RNG gods once a night for maybe twice a week at best and things start to get annoying very quickly.
Mobs in Terraria can be soloed. I’m not at the mercy of waiting for others to match my timings and praying they or their gear is up to the fight.
They’re also easier in a group, so there is still incentive to come together when everyone is online.
And of course, the most fun in Terraria arises from the creative collaboration. Taking the ideas of one person and then running with it, being inspired by and improving on it.
The old new arena, you may recall, was a clean glitzy place marred only by the record of our untimely demise at the hands of Skeletron when we summoned him on a whim a little -too- close to the dawn.
Post-hardmode, one thing has pretty much led to another.
Our group ‘boss’ project has been the Pumpkin Moon event, a series of 15 waves to be fought during the space of night. Logically and rightfully, it’s a lot easier to push the waves when there’s more of us around than attempting to solo. (But you could always summon it solo and still try it out, so there’s no nasty restriction there.)
Eri and I once attempted the event as a duo, and got to something like Wave… 4? Memory fails. From there, we noticed the tendency of mobs to start falling into certain locations, like a lake bed, and the idea was born to start playing mechanic and wiring up traps to defeat the smaller mobs more easily. (Also conveniently getting all of us familiar with the new stuff to boot.)
Each person has built upon the ideas of the other, and our new arena is pretty danged lethal. (Note: Keep hands and feet and body away from machinery when spiky balls are in operation!)
The assorted junk at the center of the arena was also a collaborative effort. I stuck a honey pit and campfire (and later a heart crystal) there cos I loves me some stacked regen. I put a clock there too cos I hate shuffling around my accessories trying to check when night was coming via a GPS.
Eri set up teleporters for kiting bosses, and a bed spawn point, and a chest and other conveniences have popped on in.
I wanted to play with asphalt.
I had 999 pieces of gel to use up, and the thought of running places at double the speed was very appealing to my lazy soul. Especially for getting to the dungeon quickly to farm all the goodies inside.
What better to use it on than Eri’s already set-up highway?
Of course, sometimes collaboration has a cost. It involves compromises.
The new and improved lethal trap corridor below our arena necessitated the removal of a scenic lake. Someone’s *cough* lazy draining methods have turned it into a somewhat boring rectangular underwater reservoir.
Of course, all this means is the ability to re-collaborate and re-improve on the design.
I’m still pondering what to do with the stored water. I recently worked out how to pump liquids with pumps and wires and am somewhat eager to play with it. Just need a good idea.
I installed a bit better lighting because turtles are still blind as a bat (need to farm my nice white light off dungeon mobs at some point), took the opportunity to redecorate my tunnel in the gaudy fashion of someone who really likes those crystal shards but has no real sense of what’s appropriate, and stuck in a new door for one more minor mob speedbump before they pop in to plague me in the midst of crafting stuff.
Oh, and I also repaved the new way up (the one that doesn’t involve flying head on into a hundred spiky balls) with asphalt, just because.
It makes a hilarious fun slide into the other pond on returning from the castle.
And the cost of the speedy new west highway?
Someone’s pumpkin has a hole in it. A very straight worm drilled through it. That’s what a little bird told me. Yes.
Halloween’s over. Pumpkins rot, y’know?! (At least, partially.)
My creations tend to be more on the ugly but functional side of things. Especially for speeding up farming of items I want, but am too impatient to spend hours waiting for.
Terraria has been kind enough to allow increasing mob spawn rates by standing by a water candle and drinking a battle potion, so farming seems to be very much a part of the game.
I want the ability to summon Pirate Invasions, because they’re fun, and that requires a pirate map consumable that is used up per summon. You get a pirate map off a rare chance killing mobs in the Ocean biome. That involves walking to the edge of the map and lots of swimming, and I’ve already killed so many sharks in a prior search for a diving helmet that I could make shark’s fin soup if such an item existed in Terraria.
Solution? Enter the meteor farm. Placing 50 pieces of meteorite anywhere turns it into an artificial meteor biome, and in near end-game armor, a helpful leaf crystal acts like an autoturret that can one-shot the meteor heads that spawn to accompany the biome.
Ugly, but functional. And the wooden platform below catches most of the drops.
It also allows for more active participation when desired, because I can only AFK so long before getting trigger happy.
The other thing that I regularly amuse myself with is the artificial biome project.
I guess I just enjoy taming the wilderness by encasing it in easily accessible little bubbles that preserve its habitat for posterity. I don’t even mind the mobs that keep spawning from them, they make life fairly entertaining (though I do have a certain hatred for a giant fungi bulb that insists on throwing nasty spores in the air that whack an unaware person for 56 damage per spore.)
4 thoughts on “Grouping and Soloing in Terraria Hardmode”
It’s interesting reading and seeing screenshots of that evolving world. Do you ever run out of room though? 🙂
Room to build in general, probably not. There’s a lot of underground space.
Room in a specific location, possibly. The original spawn point is quite built up as mentioned, and a lake had to go for the traps.
The biomes have gotten fairly demarcated by now. Left side, grass, crimson, snow, corruption, corrupted desert, dungeon, ocean. Right side, corruption, desert, hallowed desert, hallow, jungle, ocean. If there’s something specific one wanted to build in a particular biome and at a certain depth, it might be a bit trickier to find room.
A Terraria world is a finite space, alas. Unlike Minecraft that procedurally generates to the point of memory limit, I think? There’s always making another world though.
Dangit! You are making me want to play Terraria again. Specially since I haven’t checked the last giant update yet. Unfortunately I still have lots to do in EQ2. Perhaps once the next EQ2 expansion is released I can finally slow down. /sigh
OI YOU… need you for the pumpkin moon. We got up to wave 14 last night.. SOOO ClOSe but i think that’s the limit for us