Terraria

Terraria

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Jiffypop 2020 年 5 月 26 日 上午 12:20
Can we PLEASE get a slot to put minion summons
I mean...come on.
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目前顯示第 76-90 則留言,共 272
ziontheGOAT 2020 年 5 月 27 日 下午 1:48 
引用自 Murge
No, as you can clearly see you don't swing it so it isn't a weapon, it can't deal damage.
:^)
It clearly does deal damage though, so does the slime mount. Maybe we should have to have a hotbar slot for that as well.The Shield of Cthulhu as well. I can go on.
The slime mount is a mount, not a weapon.
The shield is an accsessory. If it goes in the accsessory slot it is an accsesory
CPT Chthonbeard the Pirate 2020 年 5 月 27 日 下午 1:49 
引用自 Murge
No, as you can clearly see you don't swing it so it isn't a weapon, it can't deal damage.
:^)
It clearly does deal damage though, so does the slime mount. Maybe we should have to have a hotbar slot for that as well.The Shield of Cthulhu as well. I can go on.


引用自 Jimmy Hunter
One does not swing a summon staff though. By your definition it's not a weapon.They swing their whips and use their other weapons, and their summons are autonomous.

Summons don't magically appear you know. Just like Turrets aren't auto-casted.

You keep trying to drive a false equivalence as fact. It's not. The simple fact is that a QoL change here benefits not only summoners, but everyone equally. Won't upset the balance of power, and you just don't want to see that.

I don't see anything more than people complaining about dying and having to resummon their summons as if this is a massive gamebreaking occurance.

It's not a false equivalence and repeating that it is doesn't negate the underlying point that summons still require using a weapon.

If I were trying to argue that pets didn't need to be summoned, then it would absolutely be one.
How about this, we remove as many Quality of Life features as possible, to improve the gameplay for you as possible. Now you must hit as many keys as possible to maximize your damage in combat, forget a key and you fail. Not enough hotbar slots? Tough luck. You should be faster at swapping out. Can't activate your armor's damage shield fast enough? Tough luck. See how fun the game gets now.

Then we'll see how you enjoy such a miserable experience.

There's a line between requiring skill, and allowing for fun, and this change here doesn't cross the former in the slightest. There is no skill in forcing a player to remember to click on something once or twice. That's just a memory game. The skill comes later in coordinating them. All you are doing is robbing that player of a minute of fun.
CPT Chthonbeard the Pirate 2020 年 5 月 27 日 下午 1:50 
引用自 crazyjohn
It clearly does deal damage though, so does the slime mount. Maybe we should have to have a hotbar slot for that as well.The Shield of Cthulhu as well. I can go on.
The slime mount is a mount, not a weapon.
The shield is an accsessory. If it goes in the accsessory slot it is an accsesory
Both do damage, so they are weapons. The summon staff doesn't even deal damage, it summons a creature. It goes in the bank once done. It's the creature that deals damage and is a weapon. I'd like to see you actually deal damage with the staff. Go on. The staff has no actual damage stats.
Jimmy Hunter 2020 年 5 月 27 日 下午 1:53 

Both do damage, so they are weapons.

You can't swing either of them. One is an armor effect, the other is a mount. You're intentionally being obtuse and brickwalling which provides nothing.

The summon staff doesn't even deal damage, it summons a creature. It goes in the bank once done. It's the creature that deals damage and is a weapon. I'd like to see you actually deal damage with the staff. Go on. The staff has no actual damage stats.

Summoning items are still considers weapons, as they receive weapon modifiers like every other weapon in the game does. You're literally attempting to argue semantics instead of addressing why clicking 1-9 times per life requires a chunk of coding for the game to do it for you.

Quit beating around the bush and be direct about why you feel this requires a change.

There's a line between requiring skill, and allowing for fun, and this change here doesn't cross the former in the slightest. There is no skill in forcing a player to remember to click on something once or twice. That's just a memory game. The skill comes later in coordinating them. All you are doing is robbing that player of a minute of fun.

So you're whole argument is "I'm forgetful and would rather the game play itself for me so I don't make a mistake"? Am I understanding this correctly?
最後修改者:Jimmy Hunter; 2020 年 5 月 27 日 下午 1:56
CPT Chthonbeard the Pirate 2020 年 5 月 27 日 下午 1:56 
引用自 Jimmy Hunter

Both do damage, so they are weapons.

You can't swing either of them. One is an armor effect, the other is a mount. You're intentionally being obtuse and brickwalling which provides nothing.

The summon staff doesn't even deal damage, it summons a creature. It goes in the bank once done. It's the creature that deals damage and is a weapon. I'd like to see you actually deal damage with the staff. Go on. The staff has no actual damage stats.

Summoning items are still considers weapons, as they receive weapon modifiers like every other weapon in the game does. You're literally attempting to argue semantics instead of addressing why clicking 1-9 times per life requires a chunk of coding for the game to do it for you.
You consider them weapons, that doesn't mean they are weapons. Tools aren't weapons, but they get the same modifiers. They're coded the same way, but then again they're actually more useful in this situation. They have an actual attack while a summon staff does not. A summon staff does not have an attack. This is the difference between it and a weapon.
Jimmy Hunter 2020 年 5 月 27 日 下午 2:00 
You consider them weapons, that doesn't mean they are weapons.

They do active damage while swinging. They are absolutely considered weapons, even if their direct purpose isn't being use for fighting.

Again, childish semantics.

A summon staff does not have an attack.

They have direct stats on their tooltip. They are considered weapons just like Nimbus Rod and the rest of the Turret summons are considered Weapons even though those do not do contact damage on the swing.

Again, childish semantics.

This is the difference between it and a weapon.

If this is the logic you're planning on using, there's no point going forward with you. You're a hopeless brickwall demanding for them to change the game because of pure laziness and forgetfulness.
最後修改者:Jimmy Hunter; 2020 年 5 月 27 日 下午 2:01
CPT Chthonbeard the Pirate 2020 年 5 月 27 日 下午 2:11 
引用自 Jimmy Hunter
You consider them weapons, that doesn't mean they are weapons.

They do active damage while swinging. They are absolutely considered weapons, even if their direct purpose isn't being use for fighting.

Again, childish semantics.

A summon staff does not have an attack.

They have direct stats on their tooltip. They are considered weapons just like Nimbus Rod and the rest of the Turret summons are considered Weapons even though those do not do contact damage on the swing.

Again, childish semantics.

This is the difference between it and a weapon.

If this is the logic you're planning on using, there's no point going forward with you. You're a hopeless brickwall demanding for them to change the game because of pure laziness and forgetfulness.
You obviously never actually tried swinging a staff against a slime have you? Try intersecting the hitbox of the staff's swing animation and an enemy and see if it causes damage numbers. It won't. It doesn't have an attack. I just verified it in game to make sure.

Name one other piece of gear in the game which you consider a weapon that doesn't actually have an attack? I'd argue that an attack is what makes something a weapon, and the staff is not a weapon because of that.
Duck 2020 年 5 月 27 日 下午 2:20 
The arguments against this seem pretty flimsy to me. It's okay for certain classes to work differently. Summons across games all have had different functioning, expectations, and interactions, so it wouldn't be at all surprising if Terraria did something similar.

If there are balance concerns then address those instead of arguing semantics.
最後修改者:Duck; 2020 年 5 月 27 日 下午 2:21
Murge 2020 年 5 月 27 日 下午 2:24 
Now that we're crying about equality with the classes, why does ranger deserve to have 4 ammo slots? Mage doesn't have slots for his Mana potions and summoner doesn't have slot for his summons. All ammo slots should be removed. Coin slots as well because those can be used with coingun. Just to make it as fair and good for every class :)
CPT Chthonbeard the Pirate 2020 年 5 月 27 日 下午 2:26 
引用自 Murge
Now that we're crying about equality with the classes, why does ranger deserve to have 4 ammo slots? Mage doesn't have slots for his Mana potions and summoner doesn't have slot for his summons. All ammo slots should be removed. Coin slots as well because those can be used with coingun. Just to make it as fair and good for every class :)
Are you the one responsible for scattering my coins when I quick stack to my piggy bank? I hate that with a vengeance.
Murge 2020 年 5 月 27 日 下午 2:28 
引用自 Murge
Now that we're crying about equality with the classes, why does ranger deserve to have 4 ammo slots? Mage doesn't have slots for his Mana potions and summoner doesn't have slot for his summons. All ammo slots should be removed. Coin slots as well because those can be used with coingun. Just to make it as fair and good for every class :)
Are you the one responsible for scattering my coins when I quick stack to my piggy bank? I hate that with a vengeance.
Piggy bank should be removed as well. You can stack your mana potions and ammo in there incase you start to go low when you're not at your base. Melee characters don't really need that extra space so it should be removed just to make it fair.
Jimmy Hunter 2020 年 5 月 27 日 下午 2:32 
You obviously never actually tried swinging a staff against a slime have you? Try intersecting the hitbox of the staff's swing animation and an enemy and see if it causes damage numbers. It won't. It doesn't have an attack. I just verified it in game to make sure.

"It no do damage so it no wepon!!"

Name one other piece of gear in the game which you consider a weapon that doesn't actually have an attack? I'd argue that an attack is what makes something a weapon, and the staff is not a weapon because of that.

引用自 Jimmy Hunter
They are considered weapons just like Nimbus Rod and the rest of the Turret summons are considered Weapons even though those do not do contact damage on the swing.

Maybe try reading my post before responding.
最後修改者:Jimmy Hunter; 2020 年 5 月 27 日 下午 2:32
Zemecon 2020 年 5 月 27 日 下午 6:48 
Something quick to point out here: While we do have ammo slots, you need a ranged weapon in order to use them. Having a separate slot for summoning staffs allows you to use the weapon itself. So, if you really wanted to be "fair" and avoid favouritism, you would also need a separate slot for the ranged weapon.

And this thread doesn't even consider the fact that many Summoner loadouts have multiple summoning staffs. So do you want multiple slots for multiple summoning staffs now? If you don't then you would need to swap your staffs and that would require that extra step with the UI that I brought up earlier.

Oh, and the slime mount doesn't count as a proper weapon because it doesn't yet have class-related damage *and* most mounts can't even attack mobs. The fact that the slime mount can do this is more of a bonus than anything else. It's all about class-oriented classification; all weapons fall into one of four classes and anything that doesn't do that is not used strictly or primarily as a weapon. I challenge you to find me an exception.

Really, though, I do agree that this whole thread is an appeal to Casualization, as Jimmy Hunter put it. Quality Of Life changes are put in to make things less difficult or stressful. There is nothing difficult or stressful about using a summoning staff that is already in your toolbar. I have a summoner character and the most work I have to do with him in regards to to using his staffs is to use my mouse wheel.

Meanwhile the thread OP is *choosing* to play with their inventory open. Why are we trying to accommodate that when Terraria wasn't even designed to work that way? We have Autopause. That setting wouldn't be in there if Terraria was supposed to be played with your inventory open.
Jiffypop 2020 年 5 月 27 日 下午 9:40 
Oh my god what the hell happened


Jiffypop 2020 年 5 月 27 日 下午 9:46 
引用自 ENIAK Prime
People are pushing back on this too hard, as if a slot for minions is going to break the game.

It's not. It's neither a necessity nor a bad suggestion. If nothing else it will encourage non-summoner classes to also have minions even though they don't have bonuses specifically for them, because that extra damage is better than NOT having it. Also, it will free up a whopping total of 1 slots in your inventory for other things.

My god...

The only problem I see with it is setting it aside it's own equipment slot like pets and hooks would forego the magic cost. But the magic cost was already negligible so... who cares?

Ultimately I support this, not because I'm desperate to have it, but because it's MERELY A CONVENIENCE AND THAT IS ALL.

Such pushback for a simple QoL convenience... really...
This is what I'm about right here, it literally is a quality of life change.

I saw someone saying that you use multiple staffs for multiple summons. Although I've never played a true summoner game and I don't see the point of this, if that is the case then yes, one slot would not be enough

The difference I see between wanting a slot for your ranged and melee weapons is that they're ACTIVE use. Tend to not actively use your summoning staff unless you're doing something cheeky like spawning the finch boy on an enemy repeatedly to do more damage, but you'd probably do more damage just by blasting the mf anyway.

I really don't see why this turned into such a grand heated debate. By no means am I a new Terraria player, I've seen it all. The crimson still feels out of place for me when I make a world with it. I just thing for the final major update, tying up loose ends would be nice. Especially for a non summoner class, you can only have one minion unless you put on some equipment. So why even bother having to manually set that boy up every single time you die? Seriously people calm down, it's a single inventory slot, relax, you'll survive



引用自 Endymion

Meanwhile the thread OP is *choosing* to play with their inventory open. Why are we trying to accommodate that when Terraria wasn't even designed to work that way? We have Autopause. That setting wouldn't be in there if Terraria was supposed to be played with your inventory open.

I don't see the issue in open inventory playing. I don't even do it I just don't have my staff on the hotbar. I'd rather have things like my picaxe or my real weapons
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張貼日期: 2020 年 5 月 26 日 上午 12:20
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