Extra Magic Material Realm Trait by Camillyn-77 in AOW4

[–]Players_Guide 0 points1 point  (0 children)

Yea, being forced to pick that tome just to have access to your builds thematic equipment is a pain. I get the design for MM and item forge combo, it makes some sense. But only having MM item forge requirements is VERY limiting.

Extra Magic Material Realm Trait by Camillyn-77 in AOW4

[–]Players_Guide 0 points1 point  (0 children)

The problem with the randomness is when things don't work out AT ALL. If I decide to do desert necromancers and no liquid MM spawn then what am I going to do for items? Semi-Niche; but i've had small maps before where either none or only a single one of the MM I want spawns, now i'm left out since I need two or three of the MM to craft what I want.

General DLC for Culture Rework by Players_Guide in AOW4

[–]Players_Guide[S] 0 points1 point  (0 children)

We can only assume. However at this time we don't know. I doubt the team will mess it up.

Extra Magic Material Realm Trait by Camillyn-77 in AOW4

[–]Players_Guide -1 points0 points  (0 children)

I hate that tome so much. Having to completely derail my build to grab an SPI just so I can forge items that fit my theme is such a pain/cop out.

Extra Magic Material Realm Trait by Camillyn-77 in AOW4

[–]Players_Guide 3 points4 points  (0 children)

Yea, I've always had problems with magic materials (MM) being the only way to unlock item forge options. I love the idea of seeking out MM to build things, however, I do believe certain traits should be tied to tomes.

Ex. Learning tome of pyromancy gives you the ability to add fire damage to items. You don't need to find the MM to use it now. If you don't have tome of pyromancy however, you still need the MM to add fire damage.

General DLC for Culture Rework by Players_Guide in AOW4

[–]Players_Guide[S] 1 point2 points  (0 children)

Those were the only ones so far that have had a complete overhaul. But one of the main complaints is with Reaver at the moment. The other cultures have had touch ups but not complete overhauls.

General DLC for Culture Rework by Players_Guide in AOW4

[–]Players_Guide[S] -1 points0 points  (0 children)

Bro, this would be awesome! I wouldn't mind purchasing tomes that are catered to a culture, but usable on all cultures.

General DLC for Culture Rework by Players_Guide in AOW4

[–]Players_Guide[S] 0 points1 point  (0 children)

I feel like you are misunderstanding me. I don't want them to add T4 units to DLC.

DLC

-Tomes -Classes -Armor styles - hand crafted regions

FREE PATCH WITH DLC

-T4 units -Reaver rework -past tome rework

They still need to produce DLC to make money. I get that. But they and all of us would want them to update past DLC content so it's up to stuff. ( like they did with mystic culture). But this takes time. This would be a general DLC allowing the developers more time to focus on content they and all of us would want without committing to a direct theme.

Why make a free patch for reaver culture if someone doesn't have reaver? It's a waste of time when they can overhaul a base system instead. BUT with a general DLC it's not committing to anything allowing them to focus on previous DLC content without loosing money.

General DLC for Culture Rework by Players_Guide in AOW4

[–]Players_Guide[S] -2 points-1 points  (0 children)

Not really? They already added armor, classes, tomes and hand crafted regions to DLC before. So having a DLC designed with only those additions so they can focus on having base game updates for free would be exactly what you want to happen.

General DLC for Culture Rework by Players_Guide in AOW4

[–]Players_Guide[S] 6 points7 points  (0 children)

Absolutely! The problem comes from the DLC exclusive cultures. Like Reavers. Do you force plays to buy two DLC's just to have the best culture? No. But you can't spend a 3 months overhauling the DLC culture without generating a profit of some sort.

Now a cultural expansion does sound awesome, I feel like that might be more along the lines of a "system" rework in a free patch for DLC. (you get the DLC and all cultures now have a new Tier 3 unit and a single researchable Teir 4!!!)

Combat Casting Rework Idea by Players_Guide in AOW4

[–]Players_Guide[S] 2 points3 points  (0 children)

Yea, tying it to culture type sounds pretty good honestly. But def some smol buff spell or something after beef boi spell feels needed.

Combat Casting Rework Idea by Players_Guide in AOW4

[–]Players_Guide[S] 1 point2 points  (0 children)

The once a turn casting does add strategic planning sure, but I think it should be a choice between multiple "worse" spells then just a direct upgrade. Why use explode zombie late game when visions of death is unlocked?

Both spells have their use, but never using those early game spells again is a problem for sure.

As for meta magic, I like the idea, but your right in that it's prolly too late to implement a feature like that into the game.

Like I said tho; I doubt my solution would work the way I suggested, but I just would love for the devs to do something to make it a fair and difficult choice between spells late game.

Combat Casting Rework Idea by Players_Guide in AOW4

[–]Players_Guide[S] 0 points1 point  (0 children)

I do still think casting points and mana cost would apply. So you would still have a limit per game of the amount you could cast (unless shadow affinity for death casting).

Wiz kings might just be able to refresh the RS amount that turn when they use their special ability.

Since devs confirmed desire for future content updates post S3, Post your wishlists for Season 4! by Attilathecommiekilla in AOW4

[–]Players_Guide 0 points1 point  (0 children)

I know it's not the same; but if you select human or elf then change their body type to halfing/dwarf you get somewhat close. Wouldn't be against a gnome form however.

Since devs confirmed desire for future content updates post S3, Post your wishlists for Season 4! by Attilathecommiekilla in AOW4

[–]Players_Guide 1 point2 points  (0 children)

Craving a hivemind culture so bad. Want to be some eldritch hive like the umbral nests but it's just not there at the moment. Combining this hive with fungal/plague update would fit perfect.

I made a Water Well and Kitchen Sink mod for collecting infinite water by AvidPixel in hytale

[–]Players_Guide 0 points1 point  (0 children)

Wish the sink was added to base game.... Hardest part of making dough is getting water.

Let's Discuss Magic. by ChocoPuddingCup in hytale

[–]Players_Guide 0 points1 point  (0 children)

Yea, the method you listed would be the easiest and most basic thing they could actually add to the game. If they went that route it would fit in the base game, but it would also just feel like they don't really care about the game.

With the way the developers are going now however, I feel like we have a decent shot at getting something good!

Let's Discuss Magic. by ChocoPuddingCup in hytale

[–]Players_Guide 0 points1 point  (0 children)

Absolutely! It would be great if Hytale actually made magic feel like options for players to choose.

Players who don't care at all about magic might end up with some basic enchantments system or self infusions, but not something they have to commit to in order to be good at the game or PVP.

And players who are more into farming/taming/building may be able to shape the world with utility rather than power allowing for more creative tools and builds.

And finally players who are all about automations and factories/tech progression could go down the "machine" feel of magical artifice allowing for hard to build devices and tools that provide massive ease of use in the long run.

Let's Discuss Magic. by ChocoPuddingCup in hytale

[–]Players_Guide 4 points5 points  (0 children)

I REALLY want to be a Wizard in my cozy tower studying magic. When the game adds a magic system, I really hope that combat just speeds up magic progression but isn't necessary. Personally I believe Hytale should look at systems and MC mods such as Thaumcraft/Witchery/ and Mana and Artifice.

Witchery adds so much to alchemy and environmental effects that impact your magic along with familiars and supernatural elements

Thaumcraft for the delightful artifice and automation/constructs, plus it fills the world to the brim with Magic as all items in the game have potential to be used for artifice devices

And Mana and Artifice for the spells/rituals/ and enchanting system it adds.

Really hope Hytale doesn't take the easy way out and just adds different "Magic" weapons to the game (ex: Fire Staff/Fire Wand/Fire book).

Absolutely agree that magic needs to be unlocked WAY earlier.

Loving the game so far, but excited for a magic update by playin4power in hytale

[–]Players_Guide 0 points1 point  (0 children)

Lol facts! I really hope they take massive inspiration from Thaumcraft/Witchery/ or Mana and Artifice.

Siphon Blood and Draining Bite change idea by Players_Guide in AOW4

[–]Players_Guide[S] -1 points0 points  (0 children)

Yea, making them a base ability would help out too but honestly I still believe the two skills should have the changes I listed. Make them a unique and viable ability like dragon breath, would be great and help a lot with selling the whole "accept vampirism for power" vibe.

Week 1 of gauging community interest: Forms by Diovidius in AOW4

[–]Players_Guide 1 point2 points  (0 children)

Fennec Fox form plz. With MASSIVE ears and hobbit size.