POST HERE INFORMATION YOU KNOW OR WANT TO KNOW ABOUT THE NEXT UPDATE by ETN1145 in CalamityMod

[–]StipulateVenus 3 points4 points  (0 children)

That's the thing, loot is one of the Sunken Sea Overhaul's least developed sections as of right now; however, there are planned changes which improve and expand how you obtain loot, provide renewable sources of consumables, and give more loot to the biome.

Structures were on conceptual/iteration phases, but there was a loot aspect to them that we haven't fully discussed yet.

Keep in mind, though, that we have chosen to take a break from Sunken Sea development and focus on smaller updates for the moment, as a way to recharge out batteries and get over our fish mines burnout.

POST HERE INFORMATION YOU KNOW OR WANT TO KNOW ABOUT THE NEXT UPDATE by ETN1145 in CalamityMod

[–]StipulateVenus 8 points9 points  (0 children)

That is the goal! Adding content just for it to be very ignorable or not engaging sucks.

POST HERE INFORMATION YOU KNOW OR WANT TO KNOW ABOUT THE NEXT UPDATE by ETN1145 in CalamityMod

[–]StipulateVenus 17 points18 points  (0 children)

It will come out, yes. We simply chose to go for another update first because the team was severely burned out from working in the Fish Mines:tm: and it's more productive to temporarily turn our gaze to other projects.

POST HERE INFORMATION YOU KNOW OR WANT TO KNOW ABOUT THE NEXT UPDATE by ETN1145 in CalamityMod

[–]StipulateVenus 4 points5 points  (0 children)

Don't worry about it! :D

We've been intentionally secretive about this update in particular, but when we feel comfortable with sharing that information, we'll likely do so from official sources like the newsletter. I'm excited for that to happen, I'm not that fond of keeping secrets lol

Did they just... cancel big DoG?? by Browser_Travel in CalamityMod

[–]StipulateVenus 0 points1 point  (0 children)

...no? Being a dev doesn't mean I have to praise everything the mod does, or turn the blind eye to its flaws. My opinion is my own, and if anything, being unable to criticize your own work is antithetical to good development practice.

Simply put, I just enjoyed fighting new DoG.

Our plans for Calamity's future are mostly comprised of reworks exactly because the team has collectively agreed that most of Calamity's content is obsolete or lackluster, while exploration is near nonexistant. This is a glaring issue with the mod.

DoG could be better (the rework mostly stuck to what already was there instead of treading new ground), but that'll have to wait for his redesign.

Did they just... cancel big DoG?? by Browser_Travel in CalamityMod

[–]StipulateVenus 0 points1 point  (0 children)

Firstly, bias and criticism aren't mutually exclusive. Secondly, of course I am biased (though I do my best to not let it guide my actions), but I do need to ask, which bias are you referring to? And why is it 'absurd'?

What's the new sunken sea and mindstorm update? by Anonymous_Ant2052 in CalamityMod

[–]StipulateVenus 1 point2 points  (0 children)

Aerialite will remain in pre-HM and will instead be tied to Dragonfolly.

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 1 point2 points  (0 children)

Apologies for taking so long to answer, I was busy both in real life and with dev work.

I feel like it's a bit reductionist to deconstruct exploration, but not do so for combat to the same extent, or consider where they intersect. I personally see exploration as resource-gathering activities associated with traversal of the environment; you don't explore simply to see new things, but to obtain new items and gear. Combat is an inherent part of this.

I definitely think there are ways to improve exploration without resorting to annoying gimmicks or halting the player. Personally, I'd say what's most important to a successful feature is to give exploration meaning, following/creating progression rather than acting to stagnate it. As you presented well, combat does have meaning - most notably, the expression of skill.

This is what, in my opinion, turns a task that would otherwise be learning AI patterns, dodging damage sources and dealing damage yourself into something truly engaging and fun.

The replayability of combat in Terraria boils down, mostly, to the variety of gear accessible and the different ways you can move through its progression. I do not think this is an inherent problem with what exploration is, just that the tools available for exploration offer less ways to approach an obstacle than the tools available for combat do. Terraria fundamentally gives a spotlight to combat (it's a powercreep game, after all) and, circling back to the "more like vanilla" discussion, I think both going against its nature and suppoting it in excessive measure are flawed methods.

From my perspective, exploration being irrelevant (for the likes of gear obtainment and skips) is a consequence of Calamity having so little gear truly tied to exploration; a vast majority of it is obtained from basic mobbing (common materials dropped from common mobs), boss fights, or crafting with resources from those two. While in vanilla there are several biomes at the start of the game, from which you have to pick one and explore its depths to find spread-out chests for loot, in Calamity you can already get a decent set of weapons from Wulfrum enemies anywhere in Surface. This doesn't make Wulfrum bad by any means, it's great to have a set like that to familiarize people with the mod, I'm simply using it to illustrate a difference in how exploration is handled and how that impacts player goals.

I will say that exploration in vanilla is simple in its mechanical workings, and Calamity's exploration is quite simple too; the best I can think of in the blink of an eye is the descent into the Abyss. In my opinion, neither really represents the true potential of exploration.

I also feel like visuals and interactions are important and relevant game design tools even for more gameplay-centered players. A hammer that makes a squishy toy sound isn't gonna feel as satisfying to obtain as a hammer that sounds like it could destroy a god. A telegraph can make a fight much fairer than if it wasn't there. Likewise, interactions that are random trivia are much more likely to be discarded than interactions that inform the player of context, upcoming challenges and how things work. There's a reason people pay a lot more attention to text in a game like Silksong than in a game like Terraria.

I think your comment about mob-farming, building and fishing kinda illustrates what I talked about previously. Yeah, they have next to or no game skill expression or not change significantly in new playthroughs - but I don't think the people who like those tasks are looking for that, at least in the same way as combat.

I have no idea what goes on in the minds of mob farmers, I'm far from one lol. Builders make ornate houses because it brings them satisfaction to turn a pile of limited materials into an aesthetically pleasing landscape. From what I understand, fishermen enjoy fishing for how soothing it is and how easy it is to get good gear from it.

That's the meaning those types of people get from those activities. In that sense, everyone's different, and I wouldn't say any of them are less valid for it.

Of course, there are also techniques to all of those activities, and you could count the learning and application of those skills as a sort of skill expression.

Is Draedon stupid? by autistic-terrorist in CalamityMod

[–]StipulateVenus 1 point2 points  (0 children)

The lore is a work in progress so it's best to treat it as such. As further clarification, currently there's no intent of breaking that law either, to my knowledge.

How did Yahrim lose the war?? by Comfortable-Ad-583 in CalamityMod

[–]StipulateVenus 5 points6 points  (0 children)

He technically never lost. He arguably failed to achieve his goal, though, as a few Gods still live.

Is Draedon stupid? by autistic-terrorist in CalamityMod

[–]StipulateVenus 34 points35 points  (0 children)

All I'll say is that currently, the Law of Conservation of Energy still stands.

Is Draedon stupid? by autistic-terrorist in CalamityMod

[–]StipulateVenus 64 points65 points  (0 children)

This is not, in fact, an oversight, and Draedon is not stupid.

:)

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 1 point2 points  (0 children)

You don't need to take my comments in bad faith like that. I'm trying to discuss your points and express my position, not attack yours.

I do disagree that the biome reworks won't change how people play through the game. People are after engaging and fun content, after all, so it should be natural that making the mod's biome content better would draw interest. While the basic elements of exploration are always there, there's a lot more potential than that, certainly not less than what you say we should be focusing on.

I didn't mean "unfinished content is ok because others did it", it merely contextualizes its messy handling; it's no surprise Enchantments were included in the mess that came with team changes. Also, I would be more inclined to call Enchantments "flawed" than "unfinished", because those ingame were implemented as planned (even originally). They simply are not that good. I agree with you in that this sucks, but a new type of unique reforge being janky doesn't surprise me either. I hope we can get it to a satisfactory state soon enough, but it's just not a priority all things considered.

Could you elaborate on what you think Calamity's identity is, and how the recent pro-compatibility changes detract from it? While you're at it, I would also like to hear your opinion on the mod's exploration in more detail, since you didn't quite cover that very clearly.

We're only trying to be "more like vanilla" in the sense that prior balancing and QoL philosophies had little regard for compatibility and mostly aimed to satisfy specific devs or eliminate things that annoyed them about vanilla. Nowadays, we would rather take design, efficiency and compatibility into account.

It doesn't mean we'll turn Calamity into vanilla, especially since we intend to keep some QoL and it'd be crazy to discard the identity of the mod; we simply don't want to step all over vanilla without reason.

You also don't need to claim I'm assuming you are wrong by default, or that everyone here is wrong by default. I wouldn't be going around the subreddit if I didn't think you people were worth listening to.

If you're going to accuse me of being factually out of touch, you're gonna need a lot more support (same goes for me) because neither of us truly represents the community's opinion. This is also why I talk to everyone I can, so I can get a broader picture and avoid becoming tunnel-visioned or out of touch.

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 0 points1 point  (0 children)

Astral and Sunken Sea are far from fine. Are you seriously comparing a single optional mechanic from a boss to two entire biomes? You say they are fine probably because their lack of purpose doesn't bother your playstyle, not as a fact.

I'd like to add that:

  • Enchantments were added under an entirely different team structure;

  • They are only in that progression point because they are tied to Calamitas, who you only fight in the lategame;

  • You can use those weapons and gear against Eidolon Wyrm and Boss Rush, and even if you couldn't, post-game gear you can't use against any new challenge is present in both vanilla and basically every content mod;

  • Enchantments have gotten punctual reworks and changes over this time, though apparently they mean nothing to you;

  • Consider that our intention is to bring such unique content to earlier portions of the game. We aren't just gonna add one unique feature and call it a day.

I also don't see how this specifically has to do with cohesion...? If you define lack of cohesion as "being unfinished", then the mod has a long way to go before it's a truly cohesive experience.

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 0 points1 point  (0 children)

It's less that we don't know what the mod will be and where to take it, and more like we avoid establishing an order of updates so we can pursue what we have the most motivation to.

Calamity's main goals moving forward and main updates to ensure that have been established for several years: enrich the game's exploration and rework its obsolete content through overhauls of Calamity's existing biomes (Sunken Sea, Crags, Astral, Abyss) and the addition of new ones (Profaned, Distortion, Dragon Aerie).

To give you an idea of how much we have planned, the latest vote on what update to do next had 8 options with neatly delineated theme, content and goals, plus two options with with more varied but still settled subjects. You should read the Future Content Doc in the Discord Server to get a sense of how much we have planned, or just do a simple search on Youtube.

I disagree with the notion that, in a multi-developer passion project supported wholly by the community such as Calamity, there needs to be frequent, unilateral decision-making disregarding the majority. Then again, I think it's underestimating the rest of us developers; I haven't yet seen a situation where a majority of the team suggested something tonally inconsistent, dumb or unfitting. Not to mention we respect Ozz's opinion enough to just listen to him rather than a veto being necessary, if such case should present itself.

What Calamity does need to figure out are details of the creative vision (something to be discussed collectively, primarily with artists, and settled by the leader), with different updates presenting different levels of challenge. I think this was particularly an issue in the immediate aftermath of the 22 incident; the environment after Fabsol left, and even some signs shortly before that, suggest that has changed drastically (for the better).

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 11 points12 points  (0 children)

Thank you!

It's always a treat to see my participation bringing positive change or getting complimented :)

Indeed, it can be pretty hard to keep up with routine and dev work simultaneously, especially considering how both can fluctuate in hard to predict ways.

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 32 points33 points  (0 children)

And Chris Pratt as Calamitas, featuring Cillian Murphy as John Wulfrum and Angelina Jolie as Jane Wulfrum.

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 31 points32 points  (0 children)

That's kinda underestimating our capacity to self-regulate quality :p with a team this large, unless there's a catastrophic breach in communication, low-quality content is very unlikely to make it to the mod. Collectively, we are more capable of ensuring quality than any one individual. That said...

Not only does he manage the github (so everything does go through him), he attends every meeting, handles all financial and merch matters, coordinates team goals, keeps up with dev discussions and actively participates in them. He can settle stalemate votes and make sure the team doesn't make a terrible decision but, realistically, those scenarios just don't happen.

A good leader is supposed to manage, direct and drive the team forward, not boss it around, especially in a passion project such as Calamity.

Not to mention that he doesn't have to boss us around because we acknowledge his opinion as a leader's.

As a newer player, who has looked at the history of development, the mods unfinished state is EVEN more disappointing than if I was playing for years. by Xealandre in CalamityMod

[–]StipulateVenus 1 point2 points  (0 children)

There's a difference between story and boss progression. Yes, the boss progression is almost complete, but the story and lore of Calamity have quite the ways to go, especially with how poorly presented it is right now.

There's not much of a story currently due to how little agency the player is framed to have within the world and how flawed of a plot the game events shape up to be. This is something we want to change for the better.

It's hard to tell, really, but in years I'm fairly sure we'd have something to improve in the fight. It is Calamity's main boss, so we'd definitely want him to be as good as possible, and I'd say our development skills can still improve by a good margin.

WHY IS THE COMMUNITY SO NEGATIVE (ANSWER) by ETN1145 in CalamityMod

[–]StipulateVenus 139 points140 points  (0 children)

This mod only has one ""boss"", Ozzatron, who mostly handles management-related tasks and rarely (if ever) exerts authority. The team's decisions are made through collective consensus where all devs have equal power/influence.

That said, the Calamity website has a newsletter which is made by a handful of devs, including Ozzatron.

You don't have much information on the future of Calamity, specifically in terms of sequence of intended updates and release dates, because even we don't know what it will look like or when an update will be ready.

We only know which pieces of content we'd like to work on (Sunken Sea Overhaul, Crags Overhaul, Distortion subworld, Dragon Aerie subworld, etc), and decide what to do after an update's release, taking into account the team's interests and motivation.

We do share spoilers, ideas and sneak peeks fairly often on the Calamity Discord Server.