Open MarioSMB opened 1 year ago
thank you firstly, if you don't mind I have some responses to here, (perhaps this is a bit like a debate lol)
Id argue that this mod kinda fits into the ProjectE category of "overpowered but fun", perhaps what might be a solution is instead having a universal "amplifier" that can be numbers smaller that 1, that then can reduce or increase the default values of hats so that people can modify it easily, I think that would help for the people who do want op hats but also the people who want cool hats that do small things
making the hats purely for vanity has been mentioned before actually, eventually ill get round to that as a config option because its a pain changing a bunch of if statements lol
and ah yes, the spawn rate of hats. I recently changed the way hats spawn to inject them into every structure because then it works more consistently on forge and fabric, there is quite a reasonable chance that needs to be turned down
again, thank you for your feedback, and im not trying to be scathing here, I think its good to talk about balance features because when it comes down to it, a lot of them do become opinion :)
Thank you for the constructive response! Understandably balancing bonus items like this is always going to be a subject of debate and personal preferences.
I suppose the general question to ask is "how does this hat compare to the other hats?" when finding a happy medium for power levels, as that will allow balancing the hats with themselves and avoid a situation where one hat is the only option at any given time.
Finding powers and abilities that make each hat unique is tricky but can go a long way in making them more fun to play with.
As an example, Cat Ears provide a unique and interesting gameplay bonus with the sneaking to scare away creepers, but then the incentive to play with them is lost when other hats provide general potion effects that tend to be much more powerful.
What if the Dwarven Helm made mining only metal faster, for example? Or the Space Helmet provided longer underwater time like the breathing rod in Terraria, there's ways each hat can fit a niche that makes it worth collecting without upsetting gameplay too much, at least in my humble opinion!
With regards to luck; the Luck of the Sea enchantment gives the player a "luck" attribute which is indeed scaled by the Luck buff, while the Luck buff also affects general loot quality in the world - more specifically the bonus rolls (chances of more loot appearing in chests) in newly explored chunks.
Night vision is one of those funky cases... what if the Awesome Shades made it possible to look at Endermen without aggroing them, similar to pumpkins but without the screen overlay?
I'm glad to hear a vanity option is planned, I can imagine with the number of hats available already it would be a tad tedious!
So... first off, I love this mod, the idea of giving hats minor passive boosts is great! But with that said, several hats currently have balance issues that make them way too powerful:
There are some hats I didn't list as their effect is rather fitting (albeit a bit overtuned in some cases).
The issue with these hats being so powerful is that it becomes less a choice of vanity and more of "which overpowered passive boon do I need in this situation?", which takes away from the whole point of hats, which is to look fancy!
There's also the issue of hats dropping so often - you end up having multiple hats and often a lot of duplicates after just a few villages or outposts. This can thankfully be adjusted to some degree in the configuration, though the default should probably be toned down.
What I'd love to see happen is to have some of these hat effects reduced as much as possible and even completely replaced in some cases (Woolrus comes to mind). Hats should provide minor stat boosts and such, not be game-changing buffs the way potions and enchantments are.
And most importantly: an option to make the hats function purely as vanity items would be amazing.
Thank you.