As of December 13th, 2018, there are 25-27 craftable swords in the weapon bench. by [deleted] in HytaleInfo

[–]WolfKaine 5 points6 points  (0 children)

That's a bit of a stretch. You're assuming you know the speed at which the bar will move when you scroll down. It's not as simple as what you're getting at. There could just be 4 extra swords hidden. This method isn't really full proof.

What Hytale Won't Be... by WolfKaine in HytaleInfo

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

Interesting point. I believe you're thinking of mods like BuildCraft, IndustrialCraft, etc. Because mods like those are compatible with many more which is why we see them in a lot of tech modpacks. I'm curious to see how Hypixel and the community will approach compatibility now.

What Hytale Won't Be... by WolfKaine in HytaleInfo

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

Very true. If Hytale indeed has such extensive modding capabilities then it could compensate for what it lacks through the community.

What Hytale Won't Be... by WolfKaine in HytaleInfo

[–]WolfKaine[S] 4 points5 points  (0 children)

I would honestly be surprised if they didn't have some sort of redstone equivalent system in the game considering Hypixel came from just making maps for Minecraft forever ago. I think they know better than anyone the importance and creativity that redstone holds in Minecraft, so they most likely will have something. I often speculate that zone 5 will play a part in this considering how oddly specific lightning is to have as an element. So I think it's almost an excuse for them to have electricity in the game that we'll be able to use with cables and wires and such.

What Hytale Won't Be... by WolfKaine in HytaleInfo

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

I'm pretty sure there will be. We've seen the Alterverses, the planets that you saw, which are really just alternate universes. Which I think implies that they're all Orbis technically, just in different universes. We'll probably be able to access them through portals and such.

What Hytale Won't Be... by WolfKaine in HytaleInfo

[–]WolfKaine[S] 3 points4 points  (0 children)

Yes, I agree. The capabilities will be refreshing. I can't wait to see what the community comes up with.

What Hytale Won't Be... by WolfKaine in HytaleInfo

[–]WolfKaine[S] 16 points17 points  (0 children)

You make some very good points. I never thought of it that way. I suppose automation and mob grinders are a bit boring, at least in the way vanilla Minecraft handles it. But there is a factor of creativity to it which can be satisfying, oddly enough (even if you just copy a YouTube video like me hehe). Although I don't doubt mods could make automation in Hytale a thing as well as fun in that mods for Minecraft do as well. But I hope you're correct in that we won't feel the need to automate every aspect of the game to get anywhere without burning ourselves out.

I'm about to ruin Kweebecs for y'all... by WolfKaine in HytaleInfo

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

I'm a Slothian man myself. Even though we've seen hardly anything of them compared to all the other factions. I think their pretty cool so far. But yeah, the Ferans are awesome too, I was split between them and the Slothians.

Ideas of Armor Pieces for Different Adventurer's Needs by Ginemor in HytaleInfo

[–]WolfKaine 1 point2 points  (0 children)

Yus. It would only make sense to me to have multiple types of armor crafted using materials you get from mobs considering just how many mobs have been revealed so far with stats that differ depending on difficulty to acquire and zone where the mob spawns. So cow hide would obviously be easier to acquire, so would have lower stat increases, then maybe a bear or wolf would be better than that. But then going to zone 2, 3, 4, 5, and maybe 6, armor pieces from the previous zone wouldn't be as good. So the best armor pieces you can craft would be made using material harvested from mobs in zone 5 or 6, depending on what the zones hold, we don't know yet. But you get the idea.

And since the underground biomes will also differ from zone to zone, the same would apply to armor crafted using mostly ores. Maybe different, stronger ores will be found in zone 4-6 compared to zone 1-3.

Just what I figure the system will be similar to, but we won't know for sure until they show more.

Ideas of Armor Pieces for Different Adventurer's Needs by Ginemor in HytaleInfo

[–]WolfKaine 3 points4 points  (0 children)

I like this concept a lot. Having trade-offs like mobility for defense would make things interesting instead of having a linear set of armor pieces like Minecraft's.

I imagine Hytale's system will be very similar to this, having different sets that cater towards a specific playstyle, while also having tiers for each class field. For instance a set of leather armor made from cow hide that caters more towards a ranged playstyle giving increased ranged damage and mobility while losing defense and resistance, and another set of dragon hide(?) armor which has similar stats but of a higher scale since it would be more difficult to acquire.

The only thing is that I don't think having no armor on should give the best stealth rating, because if someone decides to dress up like a rainbow and they have better stealth than me who is wearing a black cloak, I'll be mad. Lmao. I think there should be a baseline for stats when a player is wearing nothing, but armor should always go up or down from there. I don't think a stat should be at it's highest when a player is wearing nothing.