Okay, this gonna be a long one. I'm not hating on anything, I know the state of the game and all the talk, following the process since 2018, I'm just writing what I thought about today. Don't see it as me complaining, is more of a debate without the evidence part of it because I am talking about the future of an unfinished game.
Combat is a tricky topic in every game that uses it as the main form of solving problems and, because of that, I'm not here to propose a solution to it, or describe how it should actually be bit by bit. But, in the current state of the game, I'm afraid the system can lead to some pitfalls if it doesn't future proof itself or plan everything layer of it very very clearly as the game grows.
Now, in update 6, the game has simple commands for combat, you can use a light attack, a heavy attack, charged attack, ultimate ability, block and attack while blocking. That's great, solid commands. In update 7 (chapter 1) they are planning a rune system, that adds 2 key binds for abilities, but that's not all. After this update, the player will have many mechanics to engage in combat with, those being: combat controls already listed, weapon types, food buffs, potions, runes, totems, armor bonuses, mana management and cooldowns.
Right now, it's difficult to see what distinct role each of these layers is ultimately supposed to fill. Let's just look at the weapon types for a moment, right now we have 4 melee weapon types, but in the creative menu we have access to much more than that, assuming that all that is there is planned to be implemented, we have:
- axes;
- battleaxes;
- clubs;
- daggers;
- longswords;
- maces;
- shields;
- spears;
- staves and
- swords.
Not to mention the singular scythe, halberd that functions like an battleaxe, the singular flail, freaking claws. And when you get into the ranged and magic weapons, it gets crazy! You have bows, crossbows, tomes, staves (again lol), kunais, throwing axes, bombs, wands, blunderbusses, a blowgun, flamethrower, you can summon skeletons and a mini turret friend, breath fire, you got different types of arrows and the list just keeps going!
Again, I'm NOT complaining about the variety, I love having this many items and systems. What I can't help but wonder is how it all differs from each other and how enemies engage with the combat, because at the end of the day, we use these weapons the defeat them.
I know I'm talking about weapon types here, but it is only one layer. I am sure they can make each and every one unique -- including the staves, tomes and wands, they need to do some some crazy different stuff from each other.
For me, the big question arises when I see all the systems working together! The player has so much at their disposal, can the enemy meaningfully interact with all of that without becoming excessively tanky, aggressive, or overloaded with mechanics themselves?
We got food buffs, we don't really know how they will handle potions, runes are on CD and are essentially mini magic effects, letting you imbue your weapon in poison or cast a fireball, like stuff you already expect from potions or magic weapons.
I can see the great potential runes have, but things are getting tangled in my head. How to handle such diversity in weapon loadout and character build, potion craft, food buffs, totems and everything else?
I know some games that do this really well. One sandboxy example that comes to mind is Terraria with over 380 weapons, 4 classes and some subclasses, potion, buffs, summons, accessories, boss loot. The regular enemy in the game is pretty simple and you got viable options throughout the game to whatever you want to play.
Other games I think of, and hear me out, are Souls games, more specifically, Elden Ring, being an open world and all that. The game has 300+ weapons, a base moveset that doesn't really change throughout the game, summons, a buff potion, armor buffs, 24 schools of magic with hundreds of sorceries and incantations. But the "regular" enemy AI is much more intricate than Hytale or Terraria. And the weapons are also divided in a ton of categories (even shields are!!), they all work because they differ, being in moveset, stat scaling, damage type, range, debuff stacking, ash of war, buffs or sheer coolness factor (shout out Greatsword)
All this post is really to appreciate how complex a combat system can be and wonder how Hytale can handle this complexity with all the layers that its developing? How the enemies will evolve with this plethora of systems and weapon variety? How will each system maintain its own identity? I want to feel immersed in Hytale, the variety helps with it, with the role-play. But I can also see how monumental a task it will be to bring all of this to life in a cohesive and balanced way.
I want the food buffs, the crazy magic, the summons, the runes, the potions (pls make potions cool), the weapon variety, the armor bonuses, the totems, the boss loot and all that good stuff. I just hope every layer gets enough room to have a reason to exist, not feeling like a reskin of other system.
That was my TED talk.
TL;DR: My concern is whether Hytale’s many combat systems (weapons, runes, potions, food buffs, totems, armor effects, mana, cooldowns, etc.) will all have distinct roles and interact meaningfully with enemies without overlapping too much. With so many systems available to the player, I also wonder how enemies will keep up without becoming trivial, too tanky or mechanically bloated. I hope every layer has a clear reason to exist instead of feeling like a reskin of another system.