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  • Is the Category:Rare Items category really necessary? It's fairly opinion-based at the moment, since there is no current criteria for "Rare". I think it would be better to erase that category from all the current pages, and then implement a piece of code that automatically adds items to the category based upon their drop rate if input into the infobox.


    Re-opening and re-highlighting this thread in order to see if the current group of people is still alright with the conclusions reached on this issue. --Oscuritaforze (talk)

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    • Yet another category to discuss when more "staff" is available. >_>

      Anyway, I think that it would make the most sense to instead define an explicit criteria for what constitutes a "Rare" item, as I imagine that some items which are found or crafted rather than dropped could be classified as such (eg. Flamelash, the Ankh Shield, any of the biome keys, etc.).

      In general, though, I agree that it would be highly convenient if templates (particularly the infoboxes) were to automatically take care of more categorization than they currently do.

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    • I've had some experience with infoboxes and automatically categorizing information, as the other wiki I administrate has had these codes for years. I think I might be able to implement a few of them, for things such as rarity, drop rates and THAT specific rarity (just realized there are two forms of "rarity" when it comes to Terraria items.. hm), as well as item types (Furniture, Crafting Station, etc). I will have to see if it's possible with the current coding for switches and such... *goes to observe the codes before proposing any technical changes*

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    • I was planning on highlighting this thread to gather more opinions about this issue, but I guess I forgot to actually do it, haha.

      In the meantime, it looks like you've already gone ahead and started adding the bits of code which handles automatic categorization to some of the infoboxes! Good to see, that's something I've been thinking about for ages, but never actually ended up getting around to...

      (I also asked Dzylon about using his bot to remove categories which are handled by templates. Hopefully, that'll make things somewhat tidier.)

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    • I figured it wasn't a big enough change to the templates to warrant asking. :') Since it basically just cleans up page formatting. And that bot would be extremely handy, as removing all those categories would be a pain. One quick question relating to that: Did we want the colored rarity values to be categories as well?

      I'm also giving the Monster Infobox template a bit of an overhaul, by creating a switch for the spawn area field. It seemed someone intended to do this at some point (as seen by the Spawnarea-Hallow template NPC 75b (Hallow)), but it was never quite implemented. So I'll be working on getting some sprites to represent the icons.

      I could use some feedback for that, however. I was thinking Shadow Orbs and Pulsating Hearts would be good for the Corruption and Hallow, but I am unsure of what the other images would be. (Perhaps a new announcement should be made for this one, though!)

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    • It's gonna take a bit to go through all the pages to change them to switch values, but nothing too difficult. I'd recommend picking a sprite of either a creature or other signature feature of biomes -- Underground could be a sprite of the back wall, or a worm; Hell would be a sprite of lava or a demon; corruption would be either thorns, ebonstone or one of the mobs found therein; ocean could be Neptune's Shell; etc.

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    • Two other things as well -- there needs to be a "surface" Area switch (as a lot of bosses and the Eclipse enemies and so forth only spawn above-ground) and once all the pages are using the switch values, there's going to need to be a new addition to the documentation of the infobox regarding the new switch values.

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    • The documentation has already been added, and you mean a general "Surface" switch? I can add that quickly. c: I started with just links for now (so the switches can now be used on Monster pages), I'll be adding the images to them tomorrow, as I have to make a few that will work well. Thanks for the feedback!

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    • The rare items category has bugged me for a while. There are plenty of things in there (gemstones, statues, etc) that have no business being there, and no criteria to base removal on. I'd love to see it changed to automatic or just defined in hard numbers.

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    • Too fast for me, Kida :P

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    • Personally I liked the idea for the shadow orb and pulsating hearts as sprites. I think adding more sprites to a variety of different things could help "quickly" direct people in the right direction without having to do too much extra reading. 

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    • yeah its good thing, but you must contact with creator of game and he will decide :P

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    • Yes, I can easily use the bot to remove all manually added categories. When you guys are ready, just give me a list of categories to remove, and I'll take a look. Or you can do them one at a time.

      Just be sure to specify for each category whether it should be removed from all pages (besides templates) or from only the pages in which the category is already included (via a template).

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    • why not an category of yellow coloured tekst tools?

      since all of those items are end-game or rare

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    • Because once you actually get to that tier, most of those items aren't really particularly rare. Rare in the traditional sense, as in 'hard to find or come across'.

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    • The 'Rare Items' category bugs me too. I think that 'Rare' should describe only an item with a <5% drop rate from a boss. If we had one, 'Semi-rare' would cover all the items with a <5% drop rate from other monsters.

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    • I think rare can describe other things, such as the Ankh Shield. Even at endgame, making a new one takes a decent bit of legwork. But then, that's an accessory crafted from a good-sized pile of rare drops.

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    • Granted. This is tough. Wonder how Webster defined 'rare'. But then again, Terraria didn't exist in the 1780s.

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    • KickMeElmo wrote: I think rare can describe other things, such as the Ankh Shield. Even at endgame, making a new one takes a decent bit of legwork. But then, that's an accessory crafted from a good-sized pile of rare drops.

      That one is closer to "ultra-rare" in terms of how hard it is to get, really xD
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    • Dzylon: If I were to add the "Category:Craftable Items" with a capital I to the template, could you clear out this category? You have nooo idea how badly that one bothers me, haha.

      Also, Category:Armor, Category:Vanity Items, Category:Accessories, Category:Monsters, and Category:Items are all automatically added with the current templates. So those should be removed from all pages. Anything that is not in those categories after the deletion would not be using the correct templates. : P

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    • Category:Craftable items drives me crazy too.

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    • Okay, is wikia refusing all my posts, or just my one attempt to reply?

      EDIT: So I can't reply to you, Scourl. Even an edited reply, wikia eats it. Not sure what's up with that. Tried a couple dozen times. Anyway, all I really wanted to say is that in my opinion, anything crafted from a rare material (based exclusively on drop rate most likely) should be counted as rare itself as long as it doesn't have an alternate recipe that doesn't use rare materials (not sure any of those exist currently).

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    • Sometimes it does that.

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    • Noticed it once before, but I rewrote and resent before and it worked. Never had it eat literally about two dozen attempts in a row, including a reply inserted via edit. Annoying.

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    • So would there still be two separate catagories then? One for colored rarity, and then one for rarity based on difficulty to obtain?

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    • I personally don't see the point of having a game-based rarity category, though if there's a way to produce a page that autolists all pages assigned by rarity, that'd be worth having. Unfortunately I'm not quite familiar enough with wikia's capabilities to know if that's feasible.

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    • I agree. I think the games color system is neat, but isn't an affective way of organizing rarity.

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    • The color system is vaguely indicative, but there isn't enough consistency between items (looking at you Keybrand) to be able to actually rely on it for much. The only real uses I've gotten out of the colors are knowing anything non-white won't be destroyed by lava and watching for color changes when rapidly reforging a large pile of gear.

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    • Kida155 wrote: Dzylon: If I were to add the "Category:Craftable Items" with a capital I to the template, could you clear out this category? You have nooo idea how badly that one bothers me, haha.

      I second this notion! I don't believe there's any other category that bothers me more than that one. And I'm pretty sure that's the only category that has that incorrect capitalization issue, besides that whole "Rare Items" vs "Rare items" business.

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    • Kida155 wrote: Dzylon: If I were to add the "Category:Craftable Items" with a capital I to the template, could you clear out this category? You have nooo idea how badly that one bothers me, haha.

      Also, Category:Armor, Category:Vanity Items, Category:Accessories, Category:Monsters, and Category:Items are all automatically added with the current templates. So those should be removed from all pages. Anything that is not in those categories after the deletion would not be using the correct templates. : P

      Looks like infoboxes are now adding categories to pages in the mod namespace, which is bad. I fixed this with the Infobox:Item template already, but I have some stuff to do, so I can't work on the rest until later. After that, I'll remove the manually added categories.

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    • ↑ Hmm, didn't think about what impact automatic categorization would have on articles in the "Mod:" namespace...

      At any rate, I added the template you created to the Accessory, Monster, Weapon, Tool, Vanity Item, and Armor infoboxes, so that issue should be resolved unless I did something wrong.

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    • I'd love to see a catagorie for each colored rarity, I'd find it very helpful when trying to get all "Endgame" items

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    • Kida155 wrote:
      Is the Category:Rare Items category really necessary? It's fairly opinion-based at the moment, since there is no current criteria for "Rare". I think it would be better to erase that category from all the current pages, and then implement a piece of code that automatically adds items to the category based upon their drop rate if input into the infobox.

      it just make finding the "harder to get items" easier,like if you can't spell neptune's shell.

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    • Dzylon wrote:

      Looks like infoboxes are now adding categories to pages in the mod namespace, which is bad. I fixed this with the Infobox:Item template already, but I have some stuff to do, so I can't work on the rest until later. After that, I'll remove the manually added categories.

      Eep, my bad! I forgot mod pages were a thing... oops. It would be nice if individual mods had their own wikis (minecraft mods usually tend to do this anyway) or infoboxes, but that's a big change to ask for, so I'll just keep it as a personal statement. : P Thanks for fixing the issue, Forze.

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    • i think that there should be a category of rare for tools, weapons, crafting stations, blocks, ores, miscellaneous and pets.

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    • Kida155 wrote: Dzylon: If I were to add the "Category:Craftable Items" with a capital I to the template, could you clear out this category? You have nooo idea how badly that one bothers me, haha.

      Also, Category:Armor, Category:Vanity Items, Category:Accessories, Category:Monsters, and Category:Items are all automatically added with the current templates. So those should be removed from all pages. Anything that is not in those categories after the deletion would not be using the correct templates. : P

      Mkay, Craftable items is taken care of. I'm letting the bot run overnight for the rest. There will be some exceptions I will have to handle manually in the morning.

      It is worthy of note that I ran into some consistency issues with the current item-based infoboxes which I solved by turning Template:Infobox:Item into a meta-template. That's a rather massive change, so please let me know if you notice any issues caused by it.

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    • What does turning Template:Infobox:Item into a meta-template mean? Is it just that the other infobox templates are now dependent on it rather than being coded separately?

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    • Oscuritaforze wrote: What does turning Template:Infobox:Item into a meta-template mean? Is it just that the other infobox templates are now dependent on it rather than being coded separately?

      Yeah. See Infobox:Statue, for example. This is:

      • cleaner.
      • much more consistent.
      • much easier to adjust than before. If you need to change something, you can just edit the meta-template. There's much less room for error than before.
      • I also took this opportunity to make several CSS enhancements to all of the infoboxes.

      However, this also means that the caches for all pages including item infoboxes will be invalidated when a change needs to be made to Infobox:Item. That's not that big of a deal though. Still, if you need to make some changes to Infobox:Item, it's much more efficient to make the changes in a short period of time, rather than spanning them out over several days or weeks.

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    • Just wanted to point out that the only difference I've seen so far, since the change in formatting for the infoboxes, is that they look really weird when previewing a change on a page. They don't look like they should, but once on the page, they do. That's really my only gripe with it; other than that, it works as intended.

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    • Kida155 wrote:
      Just wanted to point out that the only difference I've seen so far, since the change in formatting for the infoboxes, is that they look really weird when previewing a change on a page. They don't look like they should, but once on the page, they do. That's really my only gripe with it; other than that, it works as intended.

      That seems to apply to a good number of things. Preview isn't nearly as reliable as I'd prefer, but I don't think anything can be done about that in general.

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    • Basically,

      Quality =/= Rarity, neccesarily. There can be common high quality items and rare high quality items. The colors only represent how cool/potent an item is, not how difficult it was to attain it.

      A Sniper Rifle is Quality, but telatively easy to get. 

      An Uzi is Rare as all hell, 1/50k drop chance, or the Rune Wizard outfit, with a very small spawn chance for the creature to spawn.

      Something you don't often see, and is difficult to accuire, is rare. Late in the game, you can get all kinds of high quality items, like temple keys. With the right weapons, Plantera is nothing, and he drops jungle keys and high quality gear all the time.

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    • I think the primery criteria should be the drop rate and NOT the quality. There are some items in Terraria, which you can buy from NPCs and are cyan-coloured i dont think that that could be called "rare".

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    • I agree, rare should ONLY pertain to genuine rarity. Quality is an extremely opinion-based factor in most cases, and shouldn't have a place in hard categorization.

      One thing to clarify that I hadn't considered though. We've all pretty much agreed rare should be based on drop rate exclusively from what I see. There is one other thing worth inclusion, and likely one category worth exclusion. Specifically, guaranteed (or even not guaranteed) drops from extremely rare mobs (Tim and similar) should likely be included.

      As for the exclusion, I'd suggest we keep ALL banners out of the rare items category, and simply add the Banners blanket page to the category if necessary. All banners have the same drop rate, their presence would only serve to clutter the category and prevent people from easily browsing actual rare items.

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    • ↑ I agree that banners should only be considered rare by way of Category:Banners being categorized under Category:Rare Items.

      Also, drops from rare mobs being considered "rare" sounds good to me.

      One thing that I was thinking, however: what do you guys think about items which are crafted from materials with extremely low drop chances? For instance, the biome keys are crafted, but one of their ingredients is only dropped at a 0.00025% rate (which would certainly be added to this category). Should such craftable items also be added to the "Rare Items" category?

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    • Yes. Anything crafted exclusively using at least one rare material should be considered rare itself.

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    • I think that the key molds should be the most rared item and sell price should me minimum 1 platinum coin. And keys too.

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    • Btw drop rate of molds is 0.0025(1:4000) Not 0.00025(1:40000) that would be BADDD...!

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    • Kida155 wrote:
      Is the Category:Rare Items category really necessary? It's fairly opinion-based at the moment, since there is no current criteria for "Rare". I think it would be better to erase that category from all the current pages, and then implement a piece of code that automatically adds items to the category based upon their drop rate if input into the infobox.

      really depends on what your looking for 

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    • I would be happy to create a page for each individual tier of rarity as I have all the items aranged by colored tier then by alphabetical order.

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    • Hato1 wrote:
      I would be happy to create a page for each individual tier of rarity as I have all the items aranged by colored tier then by alphabetical order.

      If you mean a content page (as in, in the main namespace), then that would probably not be necessary. A Category page would be preferable, as then most of the organization is done automatically.

      (I'm not entirely sure if that's what the plan is, though...)

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    • The infobox templates can be edited to accomplish that easily enough, I should think :)

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    • Now that I'm (finally) caught up on this thread, let me see if I have a complete list of proposed changes brought up...

      Is there anything I'm missing? Did I misinterpret any of the ideas proposed?

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    • ... Yep, looks like you got it all. Nicely summarised :)

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    • Bone key is where ?

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    • Looks like it's properly summarized, yes. Not clear on the need for color tiered categories myself, but there's no harm in having them I suppose.

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    • Oscuritaforze
      Oscuritaforze removed this reply because:
      Inappropriate, irrelevant to the discussion
      22:08, November 18, 2013
      This reply has been removed
    • Alright then. If no one strongly disagrees with any of the proposed changes, then I feel that it has been long enough that we can apply them.

      So, for starters, we can start removing articles from Category:Rare Items which don't fit the criteria detailed above, and I'll see about applying the changes mentioned in this thread...

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    • sounds great :) i like the idea about adding categories for items by tier color. that will give a good overview of the quality of an item notable in the game itself, instead of quality based on players their oppinions

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    • Any stupid ones I made can be removed :P

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    • Dashingpipe901
      Dashingpipe901 removed this reply because:
      Well, lets say this is spam of some sort... Anyways, This isn't nice.
      15:34, November 23, 2013
      This reply has been removed
    • It isnt nescasary and if you did want it i think you should have a picture next to link so it is easier to look through to find items. :)

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    • I didn't read through all of this, but I noticed a few things. I have marked that category (rare items) for deletion, as another user just recreated it. Another point is that, why are all the article titles capitalised? They aren't actually proper nouns. So, a question is that do you have like, a discussion forum to talk about this kind of stuff? Because I personally don't like the random capitalised article links within the text, and at the moment, the only way to not have it is to pipe-link it, which is undesirable. Another point is that there doesn't seem to be a whole load of consistency as to whether it's set up like that. I know I'm only new and stuff, but it seems... kinda silly, actually.

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    • Fruipit wrote:
      ... Another point is that, why are all the article titles capitalised? They aren't actually proper nouns. So, a question is that do you have like, a discussion forum to talk about this kind of stuff? Because I personally don't like the random capitalised article links within the text, and at the moment, the only way to not have it is to pipe-link it, which is undesirable.

      On this wiki, the convention has always been to use title caps for page titles, especially monster and item names which are intended to match their in-game presentation. When you hover over a Stone Block in the game, it says Stone Block, not stone block. Also, these capitalized words in sentences are intended to stand out, letting you know that "hey, this is an actual entity in the game". I apologize if this bothers you, but it was not random, it was designed that way for a reason. I personally would not support changing this convention.

      That being said, this is the forum, so you are at the right place! Next time, I would advise starting a new thread though. (This thread is about rare items category, has nothing to do with article titles.)

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    • Funny how it clearly says: 'Items that are extremely hard and/or impossible to achieve by natural ingame means.' but there aren't any DevOnly items, such as Red's Wings.

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    • Rageguyii wrote: Funny how it clearly says: 'Items that are extremely hard and/or impossible to achieve by natural ingame means.' but there aren't any DevOnly items, such as Red's Wings.

      Those items go into this category, as they aren't actually meant to be used by players in the game.

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    • Oscuritaforze wrote: In general, though, I agree that it would be highly convenient if templates (particularly the infoboxes) were to automatically take care of more categorization than they currently do.

      I just noticed that, and I disagree. I don't know what categories they currently add, and as I edit on my tablet, I have to manually input the categories at the bottom by typing in, say, Category:Contents. Having the infobox automatically add them runs the risk of the the page being categorised twice. People who are used to the site and the categories can always add the ones that are missed. There was also an issue with the Category:Armor Sets and Category:Armor Set; the issue was that the category autmaticaly added by the infobox was the wrong one, and as Mathmagician pointed out, many people aren't either knowledgeable or confident enough to go messing about with the templates.

      Point is, I feel that, while it might take a little more time, it could save quite a number of headaches in the future if the infobox didn't add categories.

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    • We literally had a discussion about this and agreed on adding the categories to the template about a month ago. There is also an admin bot that removes the duplicate categories (though not all of them have been cleaned up). The issue with the Armor Set category within the template.. it needs to be changed because someone decided after the fact to change the name of the category without notifying admins (who can change the base template) first. Being categorized twice doesn't do anything significant anyway, it just puts the code in two spots. The template automatically adding categories saved a lot more time and headaches than you think it does.

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    • And I wasn't here a month ago, so how was I supposed to know that? And no matter, because I ended up changing the template anyway, after going in to take a squizz at how it was supposed to work. If you see a duplicate category, don't you just clean it up yourself anyway?

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    • I thought one of the rarites for items (rarity is shown by the color of the tooltip) is rare, all items above and within that could be considered rare.

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    • PhilosophicalChimera wrote:
      I thought one of the rarites for items (rarity is shown by the color of the tooltip) is rare, all items above and within that could be considered rare.

      That's kinda why we had this discussion. There isn't a rarity tier that -actually- corresponds to rare items.

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    • The 'rarity' tiers always seemed more like quality tiers, really.

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    • Scourl wrote:
      The 'rarity' tiers always seemed more like quality tiers, really.

      That seemed like the intent at least. I really don't know that it was successful (looking at you, Keybrand).

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    • They Keybrand is so singularly rare and also quite useless that it makes me wonder if it doesn't have some kind of hidden ability (I don't know, can it open doors or chests or something?!)

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    • I trashed over forty of them in an hour. I'd hardly call it rare.

      EDIT: Just checked the drop rate listed... pretty sure it's wrong, because the number I gave wasn't an exaggeration and my luck isn't that exceptional.

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    • I've found exactly one... looking for them specifically, in a period of five hours... So maybe it was, just this one time? :P

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    • Huh. It's not a one-time thing, I get them constantly in my main world's dungeon farming spot. Maybe it's just the rate I'm blowing through enemies at.

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    • I like the idea of the rare items category.

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    • I propose that Category:Rare Items should only include items with less than a 1% drop chance that are not banners. Banners, since they are dropped by pretty much everything, should not be classified as rare.

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    • SilverHexxitFights wrote:
      I propose that Category:Rare Items should only include items with less than a 1% drop chance that are not banners. Banners, since they are dropped by pretty much everything, should not be classified as rare.

      Looking back through the thread, I like the initial idea of having Category:Banners be categorized under Category:Rare Items, but not having individual banner pages categorized as such.

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    • That sounds pretty good. However, wouldn't it make more sense the other way around, since banners as a whole are not hard to get, but individual ones are?

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    • How about drops from uncommon enemies? While Paladin's Hammer has a relatively high chance of dropping, the Paladin itself is rarely seen, without good luck and fortune(in some cases, misfortune)

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    • Edit: This was a response to Silver's message.

      I don't believe it would; doing it the way I described is a shorthand way of saying that all of the pages in the category fit the definition of "Rare Items" (which they do – each banner drops at a rate of 0.5%, right?) rather than that banners in general are rare. Not adding every individual page to the category also has the advantage of not cluttering up the category as much.


      Freenight wrote:
      How about drops from uncommon enemies? While Paladin's Hammer has a relatively high chance of dropping, the Paladin itself is rarely seen, without good luck and fortune(in some cases, misfortune)

      I agree, items which are common drops from rare monsters would probably fit under this category as well. I imagine a case could even be made for things like the Wizard's Hat, which is a guaranteed drop from a rare mob.

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    • I should have read this thread before I started taking things out of the Rare category!

      Kida155 wrote:
      Is the Category:Rare Items category really necessary? 

      No, I don't think it's necessary. I never really looked at it until that day I noticed The Doctor's Pants were in there. But we're past that now.

      Oscuritaforze wrote:

      Items should be considered for the Rare Items category by having a low drop rate, by having an ingredient with a low drop rate, or by being a drop from rare mobs (eg. Tim, Rune Wizard). Seems like a common suggestion for what that "low drop rate" should be is <5%?

      (Banners should be an exception, only considered rare by the appropriate category page being added to "Rare Items".)

      I agree with all that.

      Why is the rarity parameter rendered as Quality in the infobox? Categorizing items based on their in-game rarity/quality seems problematic since this can be changed through reforging.

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    • I think that craftable items should also be considered rare if at least one of their materials is also rare. This rarity should be completely dependant on drop chance or monster rarity. This way we can have a very well-defined idea of what rarity is. This only leaves us with items found in chests. These should also be considered rare since they are only limitedly available. The only problem would be ores, bars and other naturally occurring items. What about Glowing Mushroom Seeds? Or Jungle Grass Seeds? 

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    • No bars or ores can be considered rare, surely? Even gold and platinum can be found in abundance in any world, the same goes for HM ores. As for gems, the only gems I would ever consider rare are Rubies, Diamonds and Amber. Though I have to admit, so far I only have multiple stacks of Amethyst and Emerald, and only around 1.5 stacks at that.

      As for the two seeds.... they are not... that rare?

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    • Hunited wrote:
      I think that craftable items should also be considered rare if at least one of their materials is also rare. This rarity should be completely dependant on drop chance or monster rarity. This way we can have a very well-defined idea of what rarity is. This only leaves us with items found in chests. These should also be considered rare since they are only limitedly available. The only problem would be ores, bars and other naturally occurring items. What about Glowing Mushroom Seeds? Or Jungle Grass Seeds? 

      Drop chances would be included for blocks too, I assume. In that case, I'd guess the grass seeds are around a 7% drop chance.

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    • Catching up on some of the discussion...

      Exitwound 45 wrote:

      Kida155 wrote:
      Is the Category:Rare Items category really necessary? 

      No, I don't think it's necessary. I never really looked at it until that day I noticed The Doctor's Pants were in there. But we're past that now.

      As a general note, I don't really like using "unnecessary" as a reason for removing/deleting/not implementing something. It just seems too vague, as if a part of the reasoning is missing.

      Addressing this particular category: it doesn't seem unnecessary to me, as it seems like its purpose is to group together items which you kinda need to be blessed by the RNG (in one way or another) to get.

      Anyway...

      Oscuritaforze wrote:

      Items should be considered for the Rare Items category by having a low drop rate, by having an ingredient with a low drop rate, or by being a drop from rare mobs (eg. Tim, Rune Wizard). Seems like a common suggestion for what that "low drop rate" should be is <5%?

      (Banners should be an exception, only considered rare by the appropriate category page being added to "Rare Items".)

      I agree with all that.

      Why is the rarity parameter rendered as Quality in the infobox? Categorizing items based on their in-game rarity/quality seems problematic since this can be changed through reforging.

      Yeah, I'm not really sure why "rarity" translates to "quality" in the infoboxes. Thinking about how it could be changed (and taking your second point into account), how does everyone feel about changing the "rarity" parameter to accept both "rarity" and "quality", and then changing how that actually displays on pages from "Quality" to "Base Quality"?


      Hunited wrote
      I think that craftable items should also be considered rare if at least one of their materials is also rare. This rarity should be completely dependant on drop chance or monster rarity. This way we can have a very well-defined idea of what rarity is.

      This I agree with.

      This only leaves us with items found in chests. These should also be considered rare since they are only limitedly available. The only problem would be ores, bars and other naturally occurring items. What about Glowing Mushroom Seeds? Or Jungle Grass Seeds?

      I don't really think that items being available in a limited supply in a given world should factor into whether they are considered "rare" for the purposes of this category. Instead, I think this category should focus solely on how statistically difficult an item is to find. On the topic of chests, there are some chest items (like Magic Mirrors or Hermes Boots) which will almost always be found if you search the world enough simply due to how many chests are placed in the world and how many different types of chests can hold them. Then there is a small group of items which has a non-negligible chance of just not appearing in a world at all, like the Flamelash or Muramasa. I believe that only the latter group should be considered rare.

      As Silver said, seeds have a drop chance from certain blocks of vegetation. I don't believe that any of them have <1% chance of dropping, so they would not be considered rare under the proposed system. I don't think ores or bars would be considered rare based on the same reasoning as I gave above for most chest items not being rare.

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    • It says on the Shadow Chest page that sometimes, no shadow chests might spawn at all. I also once had a world that had only one. There is quite a high possibility of getting any of the shadow chest drops since you are guaranteed to get one. However, the limited supply of these chests should make them rare.

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    • Hunited wrote:
      It says on the Shadow Chest page that sometimes, no shadow chests might spawn at all. I also once had a world that had only one. There is quite a high possibility of getting any of the shadow chest drops since you are guaranteed to get one. However, the limited supply of these chests should make them rare.

      Yeah, I agree on Shadow Chest items (and possibly Dungeon chest items as well) being categorized as rare.

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    • I agree with kinda removing it.


      IoS version: My underworld is filled with Shadow Chests, I have plenty of rare items thats atleast in IoS, So... Yeah, more opinion based. 

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    • Ok, I changed my mind. Having everything categorized by base quality/rarity would be really handy.

      Also, the quest fish are a different shade of orange than regular tier 3 items. Seems we need a new quality/rartiy level for them.

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    • See above as to why quality categories wouldn't work in terms of "rarity". Plenty of low-quality items are extremely rare, and vice versa. Quality levels of an item also fluctuate when reforged.

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    • Exitwound 45 wrote:
      Ok, I changed my mind. Having everything categorized by base quality/rarity would be really handy.

      Also, the quest fish are a different shade of orange than regular tier 3 items. Seems we need a new quality/rartiy level for them.

      The "quest fish" have an amber-ish color nametag, but since only a few handfuls of nothing but fish would be in there, it's kinda pointless to make a whole new tier. Maybe when there's more than just the current amber tagged items, it'd be a category to consider making? I dunno, just my opinion on it.

      Also, why IS there the rare items category? It seemed roughly opinion based when I saw this post the first ten times, and it still seems pretty much the same other than I assume changes over time.

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    • We're splitting the rarity and quality, yes? Quality is not relevant to rarity. Rare items are rare items, we are currently trying to decide what would qualify them as one. We have decided on drop rates lower than 0.5, excluding banners(except possibly for rare mobs?). Also for relatively low chance drops from uncommon or rare mobs.

      Now shall I bring attention to the pirates? I say every item except furniture and banners from them can be considered as rare, since the drop chances are quite atrocious.

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    • Freenight wrote:
      We're splitting the rarity and quality, yes? Quality is not relevant to rarity. Rare items are rare items, we are currently trying to decide what would qualify them as one. We have decided on drop rates lower than 0.5, excluding banners(except possibly for rare mobs?). Also for relatively low chance drops from uncommon or rare mobs.

      Now shall I bring attention to the pirates? I say every item except furniture and banners from them can be considered as rare, since the drop chances are quite atrocious.

      I agree with this mostly; what I don't agree with is the Cutlass weapon. The Cutlass is a rather common drop since you can get about 1-3 minimum from just one invasion. I wouldn't count it, but meh. =v=

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    • Oh yes, I forgot about the cutlass. Though there have been invasions where I got nothing, but the most common are furniture and cutlasses..... so yes, I believe we can exclude Cutlass as well

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    • Freenight wrote:
      Oh yes, I forgot about the cutlass. Though there have been invasions where I got nothing, but the most common are furniture and cutlasses..... so yes, I believe we can exclude Cutlass as well

      It's all good. I would've dismissed it myself if I hadn't done the invasion a few times. I suppose if you were doing it by drop rates, it could still be added. c:

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    • I've updated the Rare Items category page according to the discussion in this thread. Anyone who wants to can further refine the definition and make changes as needed.

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    • A FANDOM user
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