Journey mode was relogics take on a creative mode. Essentially turning Terraria into a collectathon. Its obviously easier, but its more or less a different game. Its like you get a god mode character, but you habe to hunt down the elements first.
I have a 100% achivements before 1.4.5 came out. When i saw that achivement that wants you to play Journey mode, i instantly understand that i will not 100%-ing this game again. I don't like journey, this mode is very boring. I know that you can turn on master diffitulty and not turn on any aspects that make game easier. I just feel like "oh im in journey, i can just do it in godmode" or something. So yeah, Journey mode was good when its been not essential
If you want to get it again, you can set up an npc killing chamber for the guide to move into until you get it im sure theres one on youtube, hope this helps 👍
I still remember ocram to this day still have a world with a gravestone from him never knew he was console only but now thinking about it I guess that kinda adds up
I'm coming from the Spanish channel, I highly doubt it's the same management. I love your content, could you talk about Persona 5? Or Ghost of Tsushima? The latter has such a soft vibe, it would be super natural.
15:00 I also realize listening to this all these years later that they also did this in light of Chucklefish and their disaster "Starbound". It was am AMAZING game in alpha, a great game in the beta, and on full launch it was a steaming pile of shit painted gold. Big W they took. The reputation of a company makes or breaks a lot. Anyone remember *Notch* apples? People hate Notch now, so all ties of him and the very game he made were dropped.
ah, 11:03 I see..... So the Final update makes sense. DW we see ya. it's gonna be sad not to get any more updates after this one guys(1.4.5) so lets enjoy it while we can! ;) BTW @30:30, Im hearing more cases and actually solved 3 including my own where this setting in conjunction with Nvida Vsync or Gsync implementations might be conflicting and causes performance issues and complete computer crashes. If this is you, well there ya go you know where to look and set. With Terraria basically having something like it's own "V-sync" for frame skip "ON" and "subtle" being for higher end comps and refresh rates. "Subtle" is what I have it set to and I set Nvidia to whatever has the minimum chance at interfering with the same things. Also the whole "secret seed" random natural way to end up with a setting that possibly just functions as a preset for broken fun versions and maybe even testing of new features. Giving myself the bombastic side-eye cuz Steam punker one of my favourite NPCs once the portraits came out xD Think im gonna just have to stick with the Shimmered golfer or wizard to avoid falling into any holes xD Journeymode also amazing. It gives you the INITIAL slight grind which allows you to do a proper playthrough that teaches you and makes you experience the game while having the full option to turn off and relax at any point with the god settings. But as for the Unity monitization model, I see that as Unity basically not having too much of a choice. Once Unreal Engine 5 who already uses per sales revenue as a model and everything Epic Games was doing showed constant pushes on the 3D development environment front. There was no way they didn't have to find a way to fund the R&D department in order to remain a choice against UE5 which until then was mainly a trade-off of integrated UE4 tech that you could still actually implement in Unity for the accessibility of not having to learn all the interfaces and deal with the convolution of process until you actually wanted to implement them. Then UE5 hit and there was just so much application and innovation going into integration there that started to make learning it more of a question of "why wouldn't you?". Like a game you were essentially investing your time into learning the foundations of an engine that promised to be at the front of MULTIPLE industries, not just games for years to come and keep you relevant as it would keep giving you things to learn and build on which would then be a higher entry bar for others that didn't spend that time. Compared with Unity that basically had a fixed rate of monetization that didn't increase with the success of it's applications, they basically have to compete in developing features that another company has the monetization to bankroll in a feedback loop of development. More tech more devs, more devs more successes, more successes more money, more money more tech etc. In terms of the "Legally safe" references. Im fairly sure they are not, when you Tally up the features of those references and every single one starts to match the same pattern of features as the reference material you aren't really able to say it's not "the thing". The cost for a company to want to take that up for a feature that could just be deleted when it's basically free positive advertising is just not worth it and would be stupid to attempt. That's why they don't do it, and that's why Nintendo did. Because Palworld didn't add anything that much new to the innovation or application of the Pokemon type mechanics and design, every single box of how their system functioned worked exactly the same when some of it could have been easily different. Meanwhile future devs will be inspired by palworld without that variation and potentially just keep creating the same thing over and over again which isn't healthy for industry, if Palworld wasn't strange, look at their previous incoherent title by comparison "craftopia" which mashes a crap load of copied mechanics from other games that they say they implemented because those are just fun mechanics(I partially believe that to be true) But in hindsight almost feels more like someone saw it as a successful test of how far they could push selling straight up copied fun mechanics without any pushback and then drafted a more directed and focused game like Palworld where that one feature and mechanic basically makes up almost if not half of the game's engagement. So seeing Palworld in Terraria while I don't hate it kinda feels like yet another Unity criticism and support that potentially doesn't see how the bigger picture fits into it all. Microsoft could absolutely say, "remove the creeper outfit" if they wanted to and choose to fight at great cost to have a decent chance at being successful there and I think it's important to understand and respect how that works. For the sake of the creative industry and remaining actually creative or risk going decades and only seeing a 10% variation from the original source and barely moving forward.
We have a very dedicated team of editors, dubbers, script writters and others working on each video so we can deliver them quickly and with high quality!
Right now this is 2 hours of terreria facts to sail a boat through shit weather to
I didn't know you could hear terraria over the weather, or that you can even watch yt over it. Hope you're safe!
Bedtime got his ahh
Bro is a sailor
Owls also will occasionally have a human voice going “hoot”
Love 52:11 😊😊😊😊 52:53 52:53 52:53 52:53 52:53 52:54 52:54 52:54 52:54 52:54 52:54
Sniper TF2?
Journey mode was relogics take on a creative mode.
Essentially turning Terraria into a collectathon. Its obviously easier, but its more or less a different game. Its like you get a god mode character, but you habe to hunt down the elements first.
I have a 100% achivements before 1.4.5 came out. When i saw that achivement that wants you to play Journey mode, i instantly understand that i will not 100%-ing this game again.
I don't like journey, this mode is very boring. I know that you can turn on master diffitulty and not turn on any aspects that make game easier. I just feel like "oh im in journey, i can just do it in godmode" or something.
So yeah, Journey mode was good when its been not essential
Its actually 1hour 46minutes 24second
cool to see that they brought back flooding in 1.4.5 (rain causes water to accumulate in skyblock + for the worthy seeds)
I threw a green cap away this morning because it had sat in my inventory for a few days whoops
I recall having it at some point in 1.2 and am just now running into this
If you want to get it again, you can set up an npc killing chamber for the guide to move into until you get it im sure theres one on youtube, hope this helps 👍
I still remember ocram to this day still have a world with a gravestone from him never knew he was console only but now thinking about it I guess that kinda adds up
I'm coming from the Spanish channel, I highly doubt it's the same management. I love your content, could you talk about Persona 5? Or Ghost of Tsushima? The latter has such a soft vibe, it would be super natural.
We would love to have these videos on the channel!
Omg i requested this one 😭 thank you so so much
No problem, we are always watching what our viewers want and taking notes! :D
43:19 but at least there's a lot of bows at that point in the game that converts your regular arrows into special one
wow you are seriously underrated, how do you not having 50k+ subs yet?
We'll get there eventually!
Good timing
This was too interesting to fall asleep to lowk
Can confirm did help sleep
5:40 they said this then added golem.
Why is the guide lowk cute in the thumbnail
1:43:32 is not true because the witch broom from expert mode mourning wood goes slightly faster than the ufo
i actually fell asleep to this lmao
Yeah lol same.
Same lol
More like an hour and a half 😭✌🏾
Love how re logic has been trolling us about having no more updates since the start of
Isn’t there a seed that forces the guide to be named Andrew?
Love this video! So chill and informative
Thanks! This is what we work for!
15:00 I also realize listening to this all these years later that they also did this in light of Chucklefish and their disaster "Starbound". It was am AMAZING game in alpha, a great game in the beta, and on full launch it was a steaming pile of shit painted gold.
Big W they took. The reputation of a company makes or breaks a lot. Anyone remember *Notch* apples? People hate Notch now, so all ties of him and the very game he made were dropped.
God Mode does exist ingame tho, it's a toggle on Journey Mode Characters
Yo there's a big ass eye watching me listen to t
Oh man I can't get enough of Terraria content
Love this sorta content :}
Thanks a bunch!
This wont wo- 😴😴😴😴😴
ah, 11:03 I see..... So the Final update makes sense. DW we see ya. it's gonna be sad not to get any more updates after this one guys(1.4.5) so lets enjoy it while we can! ;)
BTW @30:30, Im hearing more cases and actually solved 3 including my own where this setting in conjunction with Nvida Vsync or Gsync implementations might be conflicting and causes performance issues and complete computer crashes. If this is you, well there ya go you know where to look and set. With Terraria basically having something like it's own "V-sync" for frame skip "ON" and "subtle" being for higher end comps and refresh rates. "Subtle" is what I have it set to and I set Nvidia to whatever has the minimum chance at interfering with the same things.
Also the whole "secret seed" random natural way to end up with a setting that possibly just functions as a preset for broken fun versions and maybe even testing of new features.
Giving myself the bombastic side-eye cuz Steam punker one of my favourite NPCs once the portraits came out xD Think im gonna just have to stick with the Shimmered golfer or wizard to avoid falling into any holes xD
Journeymode also amazing. It gives you the INITIAL slight grind which allows you to do a proper playthrough that teaches you and makes you experience the game while having the full option to turn off and relax at any point with the god settings.
But as for the Unity monitization model, I see that as Unity basically not having too much of a choice. Once Unreal Engine 5 who already uses per sales revenue as a model and everything Epic Games was doing showed constant pushes on the 3D development environment front. There was no way they didn't have to find a way to fund the R&D department in order to remain a choice against UE5 which until then was mainly a trade-off of integrated UE4 tech that you could still actually implement in Unity for the accessibility of not having to learn all the interfaces and deal with the convolution of process until you actually wanted to implement them. Then UE5 hit and there was just so much application and innovation going into integration there that started to make learning it more of a question of "why wouldn't you?". Like a game you were essentially investing your time into learning the foundations of an engine that promised to be at the front of MULTIPLE industries, not just games for years to come and keep you relevant as it would keep giving you things to learn and build on which would then be a higher entry bar for others that didn't spend that time.
Compared with Unity that basically had a fixed rate of monetization that didn't increase with the success of it's applications, they basically have to compete in developing features that another company has the monetization to bankroll in a feedback loop of development. More tech more devs, more devs more successes, more successes more money, more money more tech etc.
In terms of the "Legally safe" references. Im fairly sure they are not, when you Tally up the features of those references and every single one starts to match the same pattern of features as the reference material you aren't really able to say it's not "the thing". The cost for a company to want to take that up for a feature that could just be deleted when it's basically free positive advertising is just not worth it and would be stupid to attempt.
That's why they don't do it, and that's why Nintendo did. Because Palworld didn't add anything that much new to the innovation or application of the Pokemon type mechanics and design, every single box of how their system functioned worked exactly the same when some of it could have been easily different. Meanwhile future devs will be inspired by palworld without that variation and potentially just keep creating the same thing over and over again which isn't healthy for industry, if Palworld wasn't strange, look at their previous incoherent title by comparison "craftopia" which mashes a crap load of copied mechanics from other games that they say they implemented because those are just fun mechanics(I partially believe that to be true) But in hindsight almost feels more like someone saw it as a successful test of how far they could push selling straight up copied fun mechanics without any pushback and then drafted a more directed and focused game like Palworld where that one feature and mechanic basically makes up almost if not half of the game's engagement.
So seeing Palworld in Terraria while I don't hate it kinda feels like yet another Unity criticism and support that potentially doesn't see how the bigger picture fits into it all. Microsoft could absolutely say, "remove the creeper outfit" if they wanted to and choose to fight at great cost to have a decent chance at being successful there and I think it's important to understand and respect how that works. For the sake of the creative industry and remaining actually creative or risk going decades and only seeing a 10% variation from the original source and barely moving forward.
I’ve fallen asleep to this once so far
I’ve fallen asleep to this twice so far
@Cmon_how about now
Ah yes, wonder how many times the game was finished. Surely the 1.4.5 update will be the last.... Right, right? Right guys??
53:52 ZUZUCORN MENTIONED
the script and voice sounds so much like ai, but i gotta respect the editing.
Well, its not, watch the trailer video on the channel
i thought the same lol
İts 6amxD
How much free time do you have to do 1 and more hour vids long so often... ?
We have a very dedicated team of editors, dubbers, script writters and others working on each video so we can deliver them quickly and with high quality!
Ducks saying quack isnt creepy, its goofy, its a silly rare easter egg
Have you heard of skinwalkers.
It’s interpretation it’s both. Depending on how you view it
first!