• MG Terraria Strategy

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    Re: MG Terraria Strategy

    Postby Kreax » 28 Jan 2012, 18:59

    Though i agree with starting new, I dont know if it will be practical. Will there be enough hearts to go around?
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    Re: MG Terraria Strategy

    Postby roketfiq » 30 Jan 2012, 10:52

    lol thats why I feel like it would be better to let us at least bring in characters with SOME stuff. Like armor and hearts and mana. Dont have to bring in weapons or pickaxes.
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    Re: MG Terraria Strategy

    Postby ashes999 » 30 Jan 2012, 13:25

    There will be enough hearts. And high-end metals, don't worry. But whatever, I'm cool either way.
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    Re: MG Terraria Strategy

    Postby gengis » 30 Jan 2012, 23:14

    I thiunk i can make it so only certain things are allowed onto the server? But it just makes it easier if we just say new characters and thats it i think?
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    Re: MG Terraria Strategy

    Postby Kreax » 31 Jan 2012, 02:09

    You would still have to deactivate hardmode. Even if people make new characters, hardmode is active as soon as someone kills Wall of Flesh and will remain active until the end of the game (ie. we lose interest in the game).

    Upon which, monsters become harder, blood moon/invasion becomes tougher, new monsters (like friggin wyverns) start to spawn, and the Hallowed and the Corruption begin to fight for domination of the land, destroying all other biomes in their path. There are a few types of blocks that are immune to corruption/hallow transformation, and the only effective way to save the world is to (1) decide which side you want to win, or (2) isolate both infections from spreading to other biomes by making a 3-4 gap/block barrier of infection immune blocks.

    It's pretty sad to see the land you know and love be robbed of its personality. I made the decision to let the Hallow/Corruption fight it out in my first world, but it was hard to just let that happen knowing that some of my favorite places would forever be changed. That's why I decided I would create my own mini worlds in the sky. Hence my bias toward making our home base there too.

    NPC's in the sky home reduces wyvern spawns in the area by a large degree. Fighting against them isn't too bad when they're spaced out.


    Either way, I'm really enjoying Terreria.
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    Re: MG Terraria Strategy

    Postby ashes999 » 31 Jan 2012, 02:22

    Plus, we may eventually decide as a group we're "done" with the current state of the world and want to start a new one. Would we (if we started over for the first world) carry all our stuff over to our next world?

    Makes sense to me. +1 to Kreax's comments.
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    Re: MG Terraria Strategy

    Postby thulfiqaar » 31 Jan 2012, 06:59

    Kreax wrote:You would still have to deactivate hardmode. Even if people make new characters, hardmode is active as soon as someone kills Wall of Flesh and will remain active until the end of the game (ie. we lose interest in the game).

    Upon which, monsters become harder, blood moon/invasion becomes tougher, new monsters (like friggin wyverns) start to spawn, and the Hallowed and the Corruption begin to fight for domination of the land, destroying all other biomes in their path. There are a few types of blocks that are immune to corruption/hallow transformation, and the only effective way to save the world is to (1) decide which side you want to win, or (2) isolate both infections from spreading to other biomes by making a 3-4 gap/block barrier of infection immune blocks.

    It's pretty sad to see the land you know and love be robbed of its personality. I made the decision to let the Hallow/Corruption fight it out in my first world, but it was hard to just let that happen knowing that some of my favorite places would forever be changed. That's why I decided I would create my own mini worlds in the sky. Hence my bias toward making our home base there too.

    NPC's in the sky home reduces wyvern spawns in the area by a large degree. Fighting against them isn't too bad when they're spaced out.


    Either way, I'm really enjoying Terreria.

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