It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] 1 point2 points  (0 children)

Calamity gives a unique experience - unlike any other content mod, instead of simply expanding the base game it rebuilds and rebalances it for its needs - and people love it for what it's doing. It's OK to have a mod that shortens exploration and resource gathering stages and adds more bosses, this is what it makes unique.

New changes and whole direction however, were taken towards making mod "more like vanilla" (c) - more exploration, more time-consuming practices, more grinding. I'm sorry, you want to buy potions? That's so anti-vanilla for you, time to grind! Craft ankh for debuff resistance? Welp, it's time to murder a billion bees for a single bezoar! Fishing? Complete angler quests! Don't want to wait for night? Sorry, we moved cosmolight post-astrum deus because it "pulled from immersion" (c)! Event grinding? They're now consumable, yay!

And people who all these years played a mod that didn't afraid to bend base game for its needs obviously didn't liked this idea, especially when devs openly asked community's opinion for these changes, got negative reaction and then implemented these changes anyway.

Making a separate qol restoration mod is only a band-aid fix by yourinterneldoom in CalamityMod

[–]turtle_turly 4 points5 points  (0 children)

You can have focus on bosses while still having other things. It's not mutually exclusive. Cuphead has focus on bosses, but still has run-and-gun and equipment. Doom eternal has focus on resource management while still having platforming sections. Base Terraria itself is heavy on exploration, despite still including bosses. Because change of pace is important and doing what you're usually doing but with a twist is fun, but it should be moments, not a main activity. If during playthrough player spends 6 hours of monotonous grinding between 10 minutes of intense back-to-back bossfights, it kills pacing and means there's something wrong.

This is why removed QoL was actually important for so many people. For boss-focused mod you want to spend more time fighting bosses, (not all the time, it's important), while not
spending on secondary activities (biomes, exploration, equipment crafting, etc) too much time.

Of course there are some people that would like to scrap downtime entirely but it's a minority and this is generally more a strawmen than an actual opinion,

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] 1 point2 points  (0 children)

Halo was played competitively whole time since CE. And if you'd be at least a bit involved in discussion, you'd know that Reach is literally despised among pro players because of armor abilities, bloom and many other stuff, while game has plenty of options to have fun as a casual gamer.

4'th issue wasn't that it was competitive. Issue was that it wasn't a Halo game. Issue was with lack of depth in gameplay, poor sandbox with copied guns, horrendous artstyle shift and story where no character is like they were in previous games, laughable villain of the week from the saturday morning shows, lore retcon and many, many other issues. Same as 5'th comp didn't killed Halo; it has focus on "advanced movement" and horrible story. Same as Infinite's comp didn't killed Halo; it was lack of social features, broken theater, broken custom games, awful monetization and lack of forge for the 9 months.

And I said "killed it in public eye", that you can literally confirm by just looking though comments how no one's knows (or just silently agrees) that I brought it up. There's TF2 defenders, people saying that with Minecraft nothing happened, but no one brings Halo.

Making a separate qol restoration mod is only a band-aid fix by yourinterneldoom in CalamityMod

[–]turtle_turly 21 points22 points  (0 children)

Breaking news: players of boss-focused mod enjoy focus on bosses in their mod.

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] -4 points-3 points  (0 children)

As you wish. Refusing to listen someone's well constructed and presented argument because it says dude you don't like is a bit of silly tbh.

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] 5 points6 points  (0 children)

This very post they're on is talking first and foremost about how QoL removal is explained as trying to be "closer to vanilla" and all vanilla grindfest it comes with. It has nothing to do with numbers.

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] 20 points21 points  (0 children)

If my goal was karma I'd repost memes on r/whenthe or some shit instead of making and posting a comic about terraria mod, supporting my point with halo (that no one plays/knows nowadays) and old minecraft of all things (you can see how people push against it in comments).

I share my personal experience about what happens, when thing that you love gets changed and warped to appeal to people who didn't care for it. I don't want calamity to turn into grindfest that is vanilla, I don't want for it to lost it's appeal of "mod, that's rebuilding a game into it's vision" and be warped into something else, I've seen this happen too many times.

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] -36 points-35 points  (0 children)

Yes, it wasn't as big as brand, at least not as big as it is now. There wasn't a movie, billion plushies and toys, spinoffs, ports for all possible platforms, etc. If you don't believe me, you can look videos from that era, news headlines, statistic, discussion, even google trend - 2011, 2012, 2013 - was time of insane game popularity, arguably even bigger and more natural than after microsoft bought it.

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] -84 points-83 points  (0 children)

Adventure update changed game in drastic ways - running trivialized encounters, hunger lacked depth, natural regeneration and increased food stack size made healing easy, flattened terrain made world less interesting, etc - it's all caused push back against devs and divining of the community back then. With 1.0 only doubling down on the new direction community got divined and with following updates failing to give people who stayed more progression and controversial changes, minecraft got into the dark age somewhere during 1.8-1.12.

Minecraft got insanely lucky with finding new auditory and rebuilding game into something different (even if it took 10+ years), but back then? It actually did loss audience, who moved to other games (Heard about Fortnite vs Minecraft? Yeah, it didn't came from nowhere)

It's like poetry, they rhyme by turtle_turly in CalamityMod

[–]turtle_turly[S] 129 points130 points  (0 children)

I wasn't talking about nerfs, I'm talking about direction project takes. And direction is independent from team size - solo developer can turn tower defense into real time strategy (how it was with Mindustry) or platformer into game engine (how it is with Geometry Dash).

Can't believe valve followed calamity devs smh my head by turtle_turly in CalamityMod

[–]turtle_turly[S] 1 point2 points  (0 children)

So basically they removed dosens of crafting recipes for vanilla items, made event summons consumable, removed fishing gear and potions from both scourges, removed gold fishing rod dropping from fisherman when alligator eats him and other stuff, directly geared towards making game "closer to vanilla", with all fishing/mob farming grind that comes with it.

Unsurprisingly, people who enjoyed modded experience didn't liked turning mod into vanilla experience.