Staredit Network > Forums > Games > Topic: Terraria Servers and Suggestions
Terraria Servers and Suggestions
May 27 2011, 4:20 am
By: UnholyUrine
Pages: 1 2 3 >
 

May 27 2011, 4:20 am UnholyUrine Post #1



SOOoo...

I'm surprised this hasn't come up yet.

And, sticky please. ^^


SERVERS

Format: Host - IP OR Web Address // Password - Port - Availability
  • ShadyDreamer - 66.111.120.36 OR sfrealm.hopto.org (no pass) - 7777,7778,7779 - 24/7
  • CecilSunkure - 98.247.33.243 OR Sunkure.hopto.org // kiwi - 7777 - most of the time
  • Dem0nS1ayer - 173.59.241.214 // demon - 7777 - irregularly
  • UnholyUrine - 5.242.222.72 // Newbs - 7777 - irregularly




SUGGESTIONS
So, I'm going to be compiling some suggestions, and then posting on terrariaonline. I think it'd be good to compile our suggestions and bring it up as a whole, AND to keep a copy of it here as well... just for keepsake/hopefulness/sen activity :awesome:.. This is also the place to discuss about ppl's suggestions.

I'll be posting my own suggestions soon
Your suggestions may be edited... try to keep it as short and to the point as possible, while doing your best to show your reasoning.

Post has been edited 4 time(s), last time on Jun 3 2011, 5:40 pm by UnholyUrine.



None.

May 27 2011, 6:12 am ShadowFlare Post #2



sfrealm.hopto.org works in place of the IP address for mine, as of version 1.02.



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May 27 2011, 6:23 am UnholyUrine Post #3



So we type "sfrealm.hopto.org" instead of the IP?



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May 27 2011, 6:25 am ShadowFlare Post #4



Yeah, 1.02 version added support for DNS resolution of names, so it is now compatible with services like dyndns.org, no-ip.com, and various others. That name resolves to my IP address and is updated when my IP changes (by a client program I'm running that automatically updates it).

Post has been edited 3 time(s), last time on May 27 2011, 6:35 am by ShadowFlare.



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May 27 2011, 7:33 am CecilSunkure Post #5



You should list mine as Sunkure.hopto.org :)



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May 27 2011, 9:17 am Neki Post #6



You should post availability of servers too. I.E 24/7 or based on the user. :O
P.S SF, your server still doesn't work for me. >_>




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May 27 2011, 6:56 pm Dem0n Post #7

ᕕ( ᐛ )ᕗ

My server (mostly for newbs or anyone that wants to start over) will mostly be online from 2:45 to 10 PM on week days, and basically all day on weekends (but not late at night).




May 27 2011, 7:32 pm NicholasBeige Post #8



regarding suggestions...

http://www.terrariaonline.com/threads/living-up-to-the-hype.5179/

This is my epic suggestion thread and I've not had anyone say anything bad about it yet. Would be great if those of you with Terrariaonline forum accounts could bump the shit out of it so it gets to the top more often.

I've stopped posting new suggestions because it's a futile act, akin to throwing bars of gold into an abyss.

The community overthere has sky-rocketed and every fucking 6 year old is posting 'new arctic biome' or 'epic boss suggestion lol!'. Meaning the truly good and innovative ideas get buried under a shitstorm of.. well... shit. And the moderators are lazy and don't do anything :3



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May 27 2011, 9:30 pm UnholyUrine Post #9



I've already listed the servers through their availability :rolleyes:

Nobody has suggestions? I guess I'll have to start...


With a game like Terraria, the possibilities are endless. What essentially is a 2D Minecraft has been enriched with RPG elements that unfolds as a player explores the randomly generated land. The need to explore the land is mostly driven by the need to collect better resources to craft better weapons to make the player stronger, which in turns make it easier for the player to explore. This powerful cycle drives the core gameplay of Terraria, and with that in mind, I have several things to improve it.

More Biomes/Environments to Explore
The vast majority of the world is underground. Yet, there's only the underground jungle, and arguably, the dungeons, to discover. I think there should be a few more underground biomes, each with their own enemies/ore/things to collect.
  • Underground Goblin City - this ties with the random Goblin army attacks (I mean, where the hell do those lil' fuckers come from anyway?). With a goblin city, we can make the goblin attacks trigger-able. Items can include craftmanship tools/items that can only be found in these cities, similar to the hellstone furnace.

  • Underground/Mountainess Arctic Biome - with this, we can introduce ice blocks, which will change a player's movement when on them. We can also introduce new armor/weapons that has an "Ice" theme to it, like it slows down/freezes enemies. This can have interesting implications when used PvP as well. Enemy-wise, there're tons of arctic foes to draw inspirations from.

  • Dragon/Dinosaur Nests - Because all games are more awesome with giant, ancient/mythical monsters. These monsters will act as a boss, and will only be placed in a big cave underground. We can even give the Dragons varying Elements (like so many RPG's do), which dictates their attacks and their drops.

  • Pyramid Dungeons - Similar to the purple dungeon guarded by Skeletron, we can have a Pyramid dungeon, with Egyptian themed enemies/items.. imagine having an armor set that makes you look like a pharoah.

  • Other suggestions?

I will continue with this later on, busy right now. =D

EDIT: ninja'd.. holy shit arctic biome... ><"
Cardinal, do you mind summarizing ur suggestions here?
And I agree... posting there is like throwing a drop of rain into a river... and hoping that it would be noticed... but I think it'd still be a good exercise to talk about it :P

Post has been edited 2 time(s), last time on May 27 2011, 9:35 pm by UnholyUrine.



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May 27 2011, 10:05 pm NicholasBeige Post #10



My TL;DR of the suggestion I made over at terrariaonline:

Towns instead of houses.
  • NPCs are scaled (leveled) depending on the quality of the house they live in.
  • A house is defined by a large 'indoor' area containing a door, table, chair, bed and light source.
    • In summary:
    • Dirt Walls, Stone Walls, Brick Walls (background) are worth 1, 5 and 9 points respectively.
    • Torches, Candles, Chandeliers (lightsource) are worth 1, 4 and 8 points respectively.
    • Wooden, Stone, Iron, Gold, Obsidian, Hellstone (tables, chairs, doors) are worth 1 through 12 points respectively.
    • Scalable beds are also a possibility - ie: wooden bed, silk bed, double bed etc.
  • Interacting with the a Table in a room, will allow you to designate a chosen NPC who will live there.



In this model, the lowest valued room would consist of Dirt Walls, a torch, a wooden table, chair, door and bed - and thus be worth: 6 points.
Whereas, the highest valued room would consist of Brick Walls, a Chandelier, a hellstone table, chair, door and double bed - and thus be worth: 53 points.

  • NPCs are divided into two categories, Unique and 'Normal'. All the current NPCs in the game will be classified as Unique.
    • Unique NPCs have a requirement-building that they need before they will want to come live in your town (in addition to requiring a house).
    • Merchant will require a Market/Stall room/building - consisting of shelves (wooden platforms) and up to 3 chests with a table and chair.
    • Dryad will require a sanctuary - consisting of clay pots, dirt vines and water.
    • Nurse will require a 'hospital wing' - which consists of a room with 3 or more beds in it.
    • The Weapons Dealer will not require a specialist building - yet his requirement that you own firearms still exists.
    • Similarly the Demolitionist will not require a specialist building.
  • New Unique NPCs are as follows:
    • The Wizard requires a Library. Which is a room with shelves (wooden platforms) and Books (stolen from the Dungeon).
    • The Blacksmith requires an Armoury. Defined as a room with Anvil, Forge and Crafting Bench.
  • Normal NPCs are not unique and thus do not require a 'house' to live in. They are content residing in a room of any size, provided it has at 1 table and 1 chair within it. For example, a room with 3 tables and 6 chairs can support 6 Normal NPCs. Whereas a room with 1 table and 6 chairs can only support 2 Normal NPCs.

  • Normal NPCs also pay Rent every morning of every day that they survive through the night. This is facilitated through a special Chest you can place anywhere indoors in your town.

  • Examples of Normal NPCs are as follows:
    • Citizen - does nothing other than pay rent. Requires Merchant and accommodation.
    • Guard - pays rent and patrols your town at night-time. Requires Blacksmith.
    • Rifleman - pays rent and patrols your town at night-time. Requires Blacksmith and Weapons Dealer.
    • Forest Spirit - doesn't require accomodation, doesn't pay rent. Temporarily summoned from a high level Dryad for defence.
    • Magician - pays rent and patrols your town at night-time. Requires Dryad and Wizard.
  • Note: Requirements for Normal NPCs are assuming the Unique NPC in question is of a high enough level. Ie, the house they inhabit is worth at least more than 10 points, and their total points divided by 10 results in the maximum number of 'normal' NPCs they can attract. For example, a Merchant Living in the best quality house can attract 6 Citizens.

The Reasoning Behind it
Players now have an incentive to create large sprawling urban towns to increase their towns defences and prestige as well as make their unique NPCs more powerful. This creates a solid base foundation upon which to incorporate many new RPG/Action/Storyline generated features.

The game will still very much revolve around yourself as a hero - the normal NPCs are largely weak and fodder-like yet create ambience and characteristics for your town.

With this set up, NPCs can offer you quests, the items they sell may become better as they level up. Citizens could randomly generate quests - such as a lost item anywhere in the world has been spawned, go find it for x reward.

Furthermore, this allows for much larger invasion sequences to be triggered. Wherein the threat of your world being overrun by demons is an actuality. Having a poorly defended settlement and triggering such an event may well result in your town being flattened, forcing you to either a) flee the world (in extreme cases) or at the very least, hide underground until the invasion passes.

Finally, it adds a tonne of replayability and a strong basis for future game elements to build upon.



None.

May 27 2011, 10:11 pm NicholasBeige Post #11





Theoretical town layout / how this idea would look in a future town.

edit: merge with previous post plz.



None.

May 27 2011, 11:34 pm lil-Inferno Post #12

Just here for the pie

I support everything you said.




May 28 2011, 2:23 am CecilSunkure Post #13



Very good suggestions UU and Cardinal. I want to contribute! A lot of what I said was already said by you two, but I honestly thought of them before I read your posts. Great minds think alike :)

So here are the problems I've identified through 40+ hours of gameplay:
  • Most of terrain is underground.
  • Little to no admin controls.
  • NPCs are widely useless after a small amount of time, and very limited.
  • Little to no incentive to construct buildings out of rare materials, i.e. silver and gold. Topaz and other rare gems are only used for phaseblades.
  • Little incentive to construct extravagant or quality buildings/scenery.
  • Lack of item and NPC content.
  • PvP is lackluster due to small range of strategies employable.

So I'll go ahead and propose solutions and suggestions to try to remedy these. The best solutions would be ones that fix multiple bullet points at once.

Addition of New Underground Biomes
  • Most of the terrain is underground. This isn't necessarily a bad thing, but the current implementation is poor in that the different areas to explore are: caverns; underground jungle; hell. The underground jungle and hell are both great biomes that are entirely unique places to explore, but the problem lies in the vast majority of everything else being all the same: caverns. I suggest adding a reason to explore the rest of the underground, other than looking for chests and hearts. Additions of new biomes would be the best possible solution. Perhaps ice theme, goblin city theme, and dwarve kingdom theme would be great biomes to include. Additions of new biomes would allow easy inspiration and integration of new types of items, which would also solve the problem of limited item content. New ice themed blocks to construct terrain out of, and ice themed weapons would be great additions in creating more content, and also have great affects on PvP; ice weapons allow for a sensible approach to the addition of slow/freezing enemies and opponents. New ice themed friendly NPCs can be added as well, which would improve the content ranges of NPCs. It would also be great to allow for icey themed NPCs to reside above ground if houses or buildings are constructed from icy blocks. An ice themed cavern would also provide a great contrast to the current hell theme biome. This would provide a great basis for interesting content to content interaction; ice themed blocks could interact with hell blocks in interesting ways. Ice themed armor and weapons could interact with hell and fire themed weapons and armor in interesting ways as well. Ice and hell themed items can also interact interestingly, perhaps in recipes for crafting.

    An underground goblin themed city would align with common goblin based lore, as well as tie into the current content of goblin attacks (where do these goblins even come from?). New crude, tarnished, and weathered themed equipment and armor can be included that is derived from the goblin city which would add more unique items to the game, and also fill in those large empty caverns of the underground. An addition of a goblin city underground would allow for vast amounts of inspiration for creating new unique items and content.

    An underground Dwarven kingdom would solve issues similar to how a goblin city and ice cavern would, in that it would fill in empty cavern space, provide new and unique NPC charaters, and allow for expansion of current item content. Additionally common dwarven lore states that they are intrigued by rare mineable gems. Since topaz, diamond, amethyst, sapphire, emerald, and rubies are rather useless (besides constructing phaseblades), it would be very easy to integrate the current gem items into the Dwarven city. Perhaps you can use Dwarven NPCs or anvils to construct new and rare items and gear from these materials. Common lore also states that goblins and dwarves hate each other! This could be a great basis for the addition of quests or perhaps even alliances between the two underground biomes.

Addition of New NPC Characters
  • Currently there are very few NPC characters. A lot of new NPC characters should be added to provide variety to the NPCs, add in more content to the game, and provide an easy basis for adding in new item content. I also suggest making multiple variants of the different NPCs. This would tie in very well with my suggestion of assigning a value to a room. If there are for example multiple variants of the merchant, then players could make rooms for merchants who sell cheap items, moderately expensive items, and very expensive items.

    Since there is little incentive to construct large cities or extravagant rooms/buildings, an addition of many more new NPCs would incentivize players attract these new NPCs by constructing said instances.

    I also feel there needs to be an inclusion of an NPC that does very little, as in a generic NPC human. The purpose of this NPC is to populate the world with simply more people. If I construct a city with 100 rooms, and only 15 of them are filled with NPCs that have unique functions, then the other 85 rooms seem pointless. If more rooms are taken up by NPC characters that are just simple people, perhaps simple farmers or residents, then players could really get the feeling that by constructing a large amount of rooms and buildings they are really constructing a city.

Assigning a value to constructed rooms
  • Currently, any room that meets the minimum requirements is of the same value as any other room that exceeds them, so far as the game is concerned. This leaves little to no incentive for players to construct larger more extravagant rooms, or more numerous rooms, or a city of different buildings. There is also little to no incentive to use rare materials such as silver, gold, chain lamps, books, or clay pots to construct rooms. If a room that is larger than the minimum requirements were to be treated as higher value by the game state, then the game state could react to the player by rewarding them with harder to obtain content, such as rarer or more rewarding NPCs moving in. This would integrate with additions of newer NPCs and building materials very easily, and solve the problem of players have no reason to construct anything above minimum requirements.

    A possible room ranking system could look like so:
    • Number of tiles used within the room for walls.
    • The materials used to make the room's borders, and walls. As in harder to find materials yield a higher room value.
    • The addition of accessories to the room such as books, lanterns, chests, etc. This is a great way to add in more unique content; adding in more types of room accessories! These new accessories can integrate with newly added biomes and NPCs quite easily!
    • Whether or not the room is it's own individual building, or simply a room within a building (it would be boring if players could put all their rooms into a single square building, more separate buildings is more interesting).

    To expound upon this idea, different types of NPCs could require different types of rooms, and different types of NPCs could also be incompatible with different types of rooms. For example perhaps merchants require at least 2 chests within a room to be able to occupy it, while the nurse cannot have a chest in her room as it gets in the way. Perhaps a Dryad requires vines hanging in her room from dirt tiles, whereas other NPCs find that sort of room inhabitable. Icy themed NPCs cannot live in rooms created with Hell tiles, and vise versa. Perhaps a dwarve will not live in a building if it contains goblin content, and a goblin NPC will not live in a building if it contains dwarve content. If there were also different values assigned to these different types of rooms, then players would be incentivized to not only create unique rooms with different materials, but also rooms of different sizes and shapes (as in different amounts of effort put into the room's construction, you want to reward a player for making a room that took lots of effort with a more rewarding NPC variant, where a small room that took little effort would put forth a less valuable NPC moving in).

Addition of combat features
  • PvP is pretty stale in its current state, because players for the most part simply deal damage to one another until someone dies. I believe there should different abilities players can use that perhaps don't do damage, but limit an enemy's ability to perform basic mechanics like jump or walking. There can also be abilities that modify the user's abilities and mechanics, perhaps temporary health regeneration, or stun immunity. Adding in new combat features would integrate easily with the addition of new biome and NPC content. Perhaps damage over time (DoT) abilities and/or weapons can be introduced through poison and burning themes. Poison could be tied to the underground goblins, and burns/fire can be tied to hell. Icy weapons or abilities (or even armor) can be derived from the icy caverns, which could inhibit player movement or other interesting mechanics.

    Not only would this spicen up PvP, but it would also provide new ways of executing Player vs Monster as well.

Admin Controls
  • There is a very large lack of admin controls for servers currently. Here is a list of needed features:
    • Ban and kick commands.
    • Ability to assign and delete moderators, as well as customize different groups of moderators that have access to different server commands.
    • Ability to determine spawn rate, and where enemies can and cannot spawn.
    • In-game command to backup the current world file being hosted on the server, with a a user-submitted filename. Example format: /worldsave backup1.wrld. Additionally there needs to be a feature to enable automatic world file backing up, where the backup server file is saved with a unique filename.
    • In-game command to set the current time of day.
    • Ability to modify/spawn NPCs (set what items are sold and at what prices).
    • Ability to limit the use of specific items. This is most important for disabling bombs/dynamite to prevent griefing.
    • Command to add phrasebans and phrasekicks.
    • Ability to spawn/delete items.
    • Ability to modify the default spawn point (so annoying when people spawn within a structure and delete tile).

Additional info or Suggestions


Post has been edited 11 time(s), last time on May 28 2011, 3:06 am by CecilSunkure.



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May 28 2011, 3:43 am TiKels Post #14



Quote from CecilSunkure
snip
Nah.

But in all seriousness... How long did that... did that MONSTROSITY take to write? An hour? or two?



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

May 28 2011, 3:48 am CecilSunkure Post #15



Quote from TiKels
Quote from CecilSunkure
snip
Nah.

But in all seriousness... How long did that... did that MONSTROSITY take to write? An hour? or two?
Like an hour, I don't know. Also nice feedback Tikels, very constructive :P



None.

May 28 2011, 5:44 am UnholyUrine Post #16



You no what sucks? I always go on SEN just before I sleep..

And then I come across gigantic yet must-read threads like these.. and i'm like.. :hurr:
Ima add to this as I read...

@Cardinal
at first, I was against all these NPCs, as it'd bring about a lot of clutter.. but then when I think about the types of Cities people would build... I am supporting this. Also.. just think when we unleash the Eater of Worlds... so many innocent NPC's will die.. AWESOME
D'you mind if I just sort of cut out the details and post the overall jist of your suggestion?

@Cecilsunkure
srsly, are you reading my brain? I have almost the same ideas.. XD

Post has been edited 1 time(s), last time on May 28 2011, 6:04 am by UnholyUrine.



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May 28 2011, 12:51 pm lil-Inferno Post #17

Just here for the pie

Cecil's server is up. Other people need to come play with us!




May 28 2011, 1:04 pm NicholasBeige Post #18



Quote from UnholyUrine
You no what sucks? I always go on SEN just before I sleep..

And then I come across gigantic yet must-read threads like these.. and i'm like.. :hurr:
Ima add to this as I read...

@Cardinal
at first, I was against all these NPCs, as it'd bring about a lot of clutter.. but then when I think about the types of Cities people would build... I am supporting this. Also.. just think when we unleash the Eater of Worlds... so many innocent NPC's will die.. AWESOME
D'you mind if I just sort of cut out the details and post the overall jist of your suggestion?

@Cecilsunkure
srsly, are you reading my brain? I have almost the same ideas.. XD

Please bump my thread instead of duplicating the idea. Those forums are a bottomless pit of bullshit and duplicated ideas.



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May 29 2011, 12:14 am CecilSunkure Post #19



Server back up. My computer is frequently BSODing at what seems to be like clockwork time intervals. I've been doing my best to debug them. I'm starting to think faulty software installation is the problem.



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May 29 2011, 2:30 am NicholasBeige Post #20



Quote from CecilSunkure
Server back up. My computer is frequently BSODing at what seems to be like clockwork time intervals. I've been doing my best to debug them. I'm starting to think faulty software installation is the problem.
1. Go here. http://www.sevenforums.com/crashes-debugging/
2. Post your minidump.
3. ???????
4. Profit.



None.

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