Red-green color blindness is always an issue that should be considered. I don't know how feasible it would be with the tools Minecraft gives you, but regarding the UI design of the catalysts etc. that *would* curse the crystal (the ones that would go over capacity counting from the higher number slots down since you can fill arbitrary slots), maybe overlay a skull icon over that slot in some manner. An animation would grab more attention too, so maybe like a gently looping fade-in-fade-out skull effect so that you can still clearly see what the item under it is.
well, it always depends. you dont need to change things, if other functions are there as well. i.e. if you are RG blind, you still dont need blue/yellow traffic lights, bc you know that (depending on the country) one is top and one is bottom. no color necessary. same should always be applied in other things. i.e. "ok = no difference" "not ok = border/form/different shade" etc.
@@AkiSan0 I have a very minor form of red-green colorblindness, and I can say that traffic lights are almost no issue. I think that this is true for most red-green people, because traffic light colors are chosen in such a way that the red is pretty distinctly red and the green has always looked pretty blue to me. Also---red and green are not acutally the biggest issues for me when it comes to colorblindness, although they are painful, blue and purple or lighter shades of blue are much worse.
I stopped playing. It is development that will never end. Can you imagine taking money for a service that you may never finish or you just say, "I will be done with this when I feel like it?" I love Iskall but he is worse than Todd Howard but in modded minecraft development.
@@the-first-joe in my opinion, when people sign up to play on iskallia servers or the vault hunters patreon they are signing up for the state of the project at that time. This started as a passion project and has only recently become monetarily viable and with vh 3 they began to transition to operate with a living and supportive community and find ways to award donators and have funds go directly to vault hunters development, not to support a finished project but the goal of an ideal project.
@@the-first-joe this is probably the stupidest comment on game development i've ever seen in my entire life. actually completely detatched from reality
For the red things in the Arcane Anvil, maybe the square that is causing the problem should be red, but everything after that should be yellow, letting the user know that they won't be applied, but they're not the problem, it's something else that's stopping them from being applied
It's so interesting to see how your game design philosophy has evolved over time. You've learned a lot about what does and doesn't work over the course of creating Vault Hunters.
Take caution when using red and green for important UI elements, because the most common form of colorblindness hits those two. Do [the items that are going to become] Capstone Items NEED to be unstackable? The item slots could work like the focuses in the Vault Artisan Station, where they can store a whole bunch of them, but then only use what's allowed when the craft button is hit (maybe you need to cap the Phoenix Feather at a max of eight or something). There isn't any durability or player-visible data that requires them to not stack. My opinion is to do away with the "preview" item in the middle of the window to give you more GUI room in the Arcane Anvil. That made sense in the Jewel Applicator because tools last significantly longer than crystals and the changes are much more visible, but it doesn't work _here_ because it only changes the color of your crystal, an optional theme squiggle, and then the crystal goes away in a few seconds of gameplay.
i genuinely appreciate any pushes towards making Vault Hunters beginner friendly because despite following the development of this game from pretty early on, I still very easily get lost with what I'd even have to do and get easily confused, so any attempts to make things easier to learn is so nice.
I watched your videos on vault hunters like a tutorial. So I think it's nice that the game is getting easier to understand. It was very hard to understand what to do before I watched your videos😊. I love your videos on vault hunter and Hermitcraft.
Crystal leveling could be first lvl 10 u get 10 and it could give u a spot to have the quest, 20 being lvl 20, then start to go up by 5 every 5 levels, after that when u get to 50 (this would make it go over 100 but the number can just be changed back to 1) but after 50 you could start to add 2 capacity per level leaving lvl 100 with 150 capacity if thats to be something considered.
Instead of deleting mystical essence could be a gateway to make craftable/temporary buffs, like an incense that gives you strength, speed or even luck for example
As the person or one of the people who originally suggested the capstone thing, I would personally suggest checking the modifiers already on the crystal, and using that to fill all the slots in the special anvil when you put the crystal in. There's no reason to finalize a crystal before you're ready to run it anyway, so letting you take things back off of the crystal is the easiest way to prevent accidentally adding multiple seals or capstones. it feels nicer aesthetically to me as well, being able to move things around in slots and change your mind without worrying about finally hitting the button to finalize it. I'm not sure if you've played around with the mod Tetra, but I love the way their UI works. They only show the slots that are available after you put in the item you are modifying. I'm envisioning something similar here, with all the currently applied catalysts and other items appearing as you put the crystal into the anvil. Progressively adding onto a crystal wasn't a bad system, but I much prefer entirely removing the order that things are added, and having it be parts that you can continue to change later. All around, great work! Just seeing what you've thrown together so far seems like such a more intuitive system than how it stands currently. Keep it up.
I have played multiple VH seasons on a server with friends. Most other players never ever made an inscription crystal even after 4 seasons and they barely were using catalysts. So I agree that it was a huge barrier to entry. Even though I personally benefitted from them greatly, almost no one else I knew did.
On teaching the arcane anvil, some sort of animation where the catalysts and seals dissappear one at a time in order could help make the ordered nature clear.
Maybe the background of the 60 slots can cycle through transparent icons of catalysts, inscriptions, and charms so that the player knows what items can go in those slots. I appreciate all the work in making the game more accessible to the average player!
What if the inscriptions were like puzzle pieces and had different shapes and the player had to rotate them and fit them together. Sorta like the Quark matrix enchanting works
With the arcane anvil, you should have locations to apply the theme and seals, which would make it easier for the player to understand how to modify the crystal. And when you have the items added to the crystal that make it unmodifable, make the side table unusable
@10:00 five minutes might be too much because at that point, you may as well add inscriptions to your vault just to lose it more and not actually look for the room Time is insanely valuable if I do a gold alter run having five more minutes, could mean one more altar or two if I'm lucky
The entire inscription thing in the old version where you would put a room in and if you didn't hit 100% completion you end up with a room of bedrock was insane to me. Total waist of an inscription and then once you started putting them you thought good I will have a crystal I can use only to only have 2 inscriptions on the crystal and have it wasted.
@@ThatOneGuy14466 They are SOOO good. Think of adding MORE chests of a certain type in a Vault. And if you can guaranty a Mushroom room and put x4 Living... It's a great way to gain knowledge stars.
For the single use crystal modifiers you could create something that has a this or that UI, I don’t know if it’s tabs or something that looks like the pipe from the blaze powder in a brewing stand that you put the single items to the right and the inscription/catalysts to the left and be able toggle which one is active. You just need to make the toggle obvious to the player for when they craft that it’s going to do xyz to the crystal. The only other way I could think to do it is just make the block validate what you’re putting in and only let you craft when things are correct
Iskall i have also got a suggestion. As there are so many items in vh i alot of time has to serch through your old vh videos to check the what was called. For example i did not know you could colour your tools in vh before watching hermitcraft vh and when i needed to colour my tool in my game i had to serch through which episode was it to know its called "RUNE😅😅'
It would save you some code bloat to have the crystals' capacity increase proportional to every level a player has. (Just basing it on your "visual" example, of course. It's also more typo-proofed. 😅) But style wise, I do like more 'rounded' numbers for things like capacity gain plateaus more. In a way, the crystal crafting from the raw vault rocks angle isn't unapproachable; the value of those vault rocks is set, so using a vanilla Comparator, you'd have the plain vault rock before crystalizing weigh (just for example) signal strength 1, but if the player wants to create a cake vault crystal, or a soul flame one, then the signal strength to unlock the final step of crystal auto-crafting needs to be 2 or more. This means it can still be fed automatically, you just wouldn't 'boop' the activation button to make it a crystal until it had the additional step to weigh more taken. Though I wouldn't know from a backend design if you would want each to have a specific signal strength value, or (keeping it simple!) just be more than the signal strength 1 of an unmodified/unhoned/unseeded vault rock. That's if your order of operations on putting the cakes, and so on first before crystalizing is something you want to go for, and you can't see wanting to just keep them as they are for the Arcane Anvil. Having those three dedicated slots in the anvil does make sense, though. It did feel nice seeing in this vod that you were able to talk your process through with all those Dylan rubber ducks. I await the next development vod/video with happy anticipation. 😊
I forget how it currently works and it's likely already covered, but maybe you could add a 4th slot with the capstone, theme, and seal, that would be dedicated to being able to get your gear back if you die in the vault. This would allow for different tiers and variations of the mechanic, where you could make it so you either get back some percentage of your kit or you could use a different modifier where you get all back but at the cost of money/experience/etc. Or maybe a modifier where you get everything back, but you don't gain any experience for the vault (for resource gathering missions). Maybe it's not specific to dying; it could be an equipment modifier slot where you could add in a reduction to durability loss.
Has anyone ever mentioned that it might be neat to see the crafting/required materials even when there is none in the table inventory. Example is the slot for mystical essence in the catalyst infusion table. I struggled to figure out what I needed. 100% it's in the guide I'm sure but still it would save me a brain cell.
For the arcane anvil seals maybe make it so theres a separate slot (maybe in the center) for the Seal or change the description of the item so it says "must be placed in slot 1 of the arcane anvil" or change the 1 to a star ⭐ For the gods favor you could make it so its not a cap store, but since we know you can only put 1 per crystal if the player wants to recraft and put another favor it will simply delete the other favor, tiers idk they can just keep stacking so lol They could also just have there own slot on the bottom left, one for the favors and one for the other items (assuming you want to allow the ability to get favors in let's say a plunder)
You should add a specific slot for Seals and Augments (and maybe even a chaos catalyst) to not confuse new players. This also makes it simpler to see which items will be applied first.
For the cake seal, chaos catalyst and so on, maybe you can add another slot that can only contain these items et if there is one in it, it grays out the catalyst slots. Also for the cap stones, you can still have them in another slot but when you click the craft button, if aftzr applying all the catalysts some capacity remains, you can display a confirmation popup explaining that if you continue, the crystal will be exausted
Hi! Super-casual player checking in, (my group has played weekly for a year, hasn't hit lvl 40.) I love this update to vault crystal crafting! I'd looked into catalysts and inscriptions before, never figured it out. But this is SO MUCH MORE INTUITIVE! I hope that arcane anvil looks awesome when done, because I can see a whole room built around that! I do have a concerns though, as it stands inscriptions seem really expensive at out lower levels, costing multiple echo gems each, meaning they won't be much use until late-game, and are something of a noob trap if you spend your early game echo ore on it. Which means until you hit those later levels, capacity won't be much of a limit outside of catalysts. On another note, I like the look of the UI on the anvil so far, and like the idea of capstones, augments, and seals, having their own slots with tooltips. My one concern on that is just making compatibility between modifications abundantly clear. If I recall rightly, as it stands, capstones must be applied to an unmodified crystal, and make it so that crystal can no longer be modified.. Meaning if anything is in that capstone slot, the whole rest of the table should be shown as disabled, right? Or, if that's changing, and capstones can be applied to a modified crystal but lock it out, (making the name "capstone" more fitting.) then applying the capstone should grey out all other slots, or simply make the crystal unable to be placed back into the anvil. Just little details that intuitively show the player whats happening and why are really appreciated. Lastly.. Why can't those three slots be placed above the catalyst/inscription application area on the left, as they are also being applied to the crystal but with differing effects.. Was there a reason you wanted to remove that text box on the right that shows the modified crystal? It seems pretty helpful, and coincides nicely with the similar jewel applicator. Having the three slots break into that preview area seems clunky.
I love everything I've heard in this vid Iskall, nice one. I definitely think having the separate slots for cap stones/seals/augments is necessary and would add so much needed intuity to the system :)
The UI could have slots that shows players where items go. Like row 1 is all the things that get added first then the middle rows have the catalyst and feather slots and then the capstone item in rows 4 or 5. Set it up kinda like a backpack is when you assign slots manually.
What I did like about end game in PoE is how the highest level you realistically need to use the best items is ~70. Then every level after that is a bonus. It makes it feel better to not be max level and changes it into bonus progress instead of mandatory progress.
If you want to have all the crystal modifications in the Arcane Anvil, it would be good to have different slots for the inscriptions/seals/augments and catalysts. So the player knows to look for these items if they havent used the table before.
Love the idea with being able to find smaller inscriptions. Would inscriptions bought at vendoors be counted as "found"? Lastly, if the expertise guaranteed the lowest role then finding ones in vaults would be bad since they would usually be larger than the ones you can craft.
i like the idea of adding an extra slot separate from the inscription/catalyst slot for capstone things, rather than having to use an anvil or right-click to apply it on the vaultar
instead of putting a vault rock in the altar, you could have a chaos rock for example.... or a soul flame rock... (instead of the chaos catalyst or the soul flame) and the resulting crystal can just be put into the portal i would almost want a capstone table that functions like the modifier reroll table with a button for each type of capstone
this has actually been discussed on that stream! it was deemed a good idea, but they would need to figure out how to do the level gating (since for example soul flame is 65+)
The expertiese could also reduce the cost of crafting inscription to inventivise running more modified vaults instead of running less better modified ones
It's no problem to use multiple slots for the different kind of modifiers in the arcane anvil, vanilla has it in the brewing stand. You can even hint the purpose of a slot with a shadow of the item, but that needs to have all similar modifiers to have a similar shape
28:00 okay but why does it need to be caped off after that roze thing? Wouldn’t it be easier to understand if you just don’t allow 2 or more “cap offs” and also to not allow 2 seals? Or am I missing something?
I think he mentioned that it was delayed because of the start of hermitcraft season 10 and they were making decisions on if it’d be worth the potential burn out of hermitcraft. Plus he said that some hermits wouldnt be able to join because of hermitcraft and a lot of people were disappointed. I personally think Iskall should wait a few more months so that he can keep his grind on hermitcraft and we can have hermits that were busy join for the new season of vault hunters
@@shalakabooyaka1480 ... they literally were just explaining why VHSMP was delayed and then you explained to them what VHSMP was as if they didn't know what the thing they'd just explained was
you could also make it more complicated but also different each time without random on each item added: add a puzzle to the left screen. Each slot has a +X or -X or neutral modifier that influences something in that room specifically. A rare slot has something like a real modifier icon instead of +x,-x Then it becomes a minigame to assemble the crystals as well - which means they could be a bit more powerful and exciting in total, because not every crystal would be that powerful. Only randomness is resetting the puzzle - which could be with a resource or just craft one, get a new puzzle. Downside is that it get more complicated again, but everything else would stay - planability, option to shuffel around and see exactly what you get before crafting the crystal, not making the pieces itself to complicated to calculate etc.
The 3 specific slots in the arcane anvil should be on the far left next to the slots for catalysts and inscriptions.... the should be ordered top down from order of importance seal augment and capstone. The table should know to add the seal first then the catalysts and inscriptions then the other 2. Then you can still have the cool middle design of the table and the tool tip on the right
I'm excited for these changes this will make it so much simpler for new players to get into customising there crystals, Trust the process, and make the game you want to play
For the cake vault it could also work that you could find a cake vault rock that you put into the Vault altar, switching it up completely but might make it clear that you can not put it on a modified crystal and it directly puts out a cake vault crystal without any capacity Commented too early but as you touched on exactly that, but still like the idea it may be an interesting challenge for players to incorporate different crystals into the autocrafting process by switching modes of input, by the time you are at that stage you have been in contact with them anyway and know how they work
This might be late but I think this could be a good idea: Only let things that can be in that crystal be on the left. So, you can put one capstone in the table but not two, when you try to put a 2nd one in: error ding/message + conflicting item/s in red. Although I prefer your idea of having the stuff on the right but if not possible I think this idea makes sense. That way order doesn't matter.
I’m usually so nervous about changes bc this is my favorite game but I’m the opposite of nervous for this. I can’t wait to not get kekked on crystals anymore.
I feel like this is more confusing than the existing system. I think that the concept is heading in the correct direction but this execution is not it yet. Unfortunately I don’t have much of a suggestion, but this is confusing. I like the idea of a seal slot though. I just think it needs to be more clearly defined as to what each item does and what crystals they can be applied on. Maybe have a different tab on the arcane anvil for each type of crystal or something.
Maybe you could have a craftable inscription that randomly rolls an inscription, (like when you buy with soul shards). To have some RNG/gamble for those who likes it. Could also have different values like the ones you find in vault, but the craft cost could be slightly higher.
Feels likes going from a system i couldn’t be bothered to learn “as a casual hunter” to a system where I’m never gonna have enough catalyst or patience to use.
Wouldnt it be easier if you added only one seal and one catalyst? Like u combine the catalysts you want in a normal anvil and then throw it on? Then in your new anvil you have a seal slot, a cata slot, an augment slot and a capstone slot
no tiny potato descrimination! btw i would love to see more of those videos, were you show ur thoughts and ideas while "making game design" (36:35) i think they're really interesting and its good to know what u or the team things when making changes
I stand behind these ideas, I feel they make the game entry a lot easier, the loop more consistent and the balancing much better than we have it today.
if you want them to feel more special when you find them, you can make them 'blessed' versions. that give you better chances to find god shrines or some special random positive modifier like +1 minute
First of all thank you very much for developing this awesome Modpack!! I know u guys are probably rly busy developing the Update 14 changes but still wanted to ask if in the future ur gonna add or remake some abilitys/skills?
I would instead replace the first row on the left of the anvil with slots for each unique thing that may be applied to a crystal exclusive with others. E.g. one slot for seals, one for theme etc. If you add an inscription, the crystal changes the icon (more than just the color) and the top slots that do not work with architect vaults get locked. In my opinion the order of things applied should not matter at all. If you add something that does not work with the stuff above, just disable the craft button and show a message of whats wrong.
Could the first slot of arkane anvil be dedicated for specific items, which requires to be filled to modify crystal with catalysts etc, , but if it is filled with soul flame or other it still blocks modification
Could anvil require some arcane item from the vault for it to be available, and you can craft it into cake seal like items. Like "arcane fuel" and it can be crafted into like "sweet flame" for cake effect
I love the concept of the anvil and the UI (it's very like the jewel applicator, nice one-stop shop). My only concern with how the capacity system works being tied to your level, is that catalysts would need to feel useful with only 1 or 2 on it. As it is, putting say 1 ornate catalyst on a crystal would provide so little benefit it feels like you wasted a catalyst. If the current value of catalysts stays the same, this whole thing is going to feel fairly useless until level 30-40 when you have enough room to make it worth it. This is if you make the capacity 1:1 with your level. I don't know how open you would be to something like 2 capacity per vault level, even that much would be better..
I know this is very unlikely to happen; but if you ever want to rework Expertise, it would be really interesting if it worked similar to how Javelins work, but for all abilities. So every (or at least most) abilities would have 1-3 different Expertise abilities, which could act as a sort of secondary Specialization, so you could get one that halves the damage dealt of Fireball, but also halves the cooldown. The reason why I like this, is that my experience with the current Expertise is that most of them are 'need to have' (such as Fortunate), and you will likely not find a lot of players without it. The issue with this is that it is not a real choice for the players, but rather just something you pick, while having ability Expertise is more of a playstyle choice (assuming they are all around equal strength).
I think for the catalyst and seal problem There should be slots where you add your catalyst (like in the episode) and then add a slot where you add a seal, But I do agree with the problem that some seals change the objective and some change the vault So maybe for the ones that change the vault it locks all catalysts and maybe inscriptions aswell And for the "cap items" I agree they should be at the end of the catalysts when you are happy with the layout of your vault
What if the first row of the Ui for the arcane anvil has an outline for the items, and can only accept that type of item? It might fit a more “vanilla” aesthetic, and might make a cleaner Ui. Also, if you have conflicting items being applied, BOTH of them should be coloured to show exactly what the conflict is.
I have 2 ideas to add if you end up reading this The player should have the ability to chooses the layout of a vault from a square to a circle to a diamond etc The level 100 crystal shouldn’t be capped at 100 capacity it should vary from crystal to crystal once you reach level 100 as you stated in a previous video as only being able to have 10 catalysts or 20 if you decide on 5 capacity for catalysts is still lower than what I would expect if I was to get lucky as getting 20+ catalysts on crystals isn’t incredibly rare but I still want to have the feeling of getting insane rolls of capacity late game as otherwise you can get quite bored if you’re just stuck with 100 capacity always so vaults can’t get better
These ideas are pretty nice so far. The game in its current state felt like it had a tough learning curve, which is a real shame. I never could get very far into it. I do have a suggestion for your anvil thing though. What if you used an incomplete crystal in the anvil instead of a vault crystal? Doing so could allow you to make a randomized vault crystal cheaper to craft than a customized vault crystal. Perhaps, like 2 times the normal resources required or something. Even if you don't do the customized... uh, we'll call it a penalty, I still think an unmodified crystal should be used in the anvil before "empowering" it to create a vault crystal. I dunno. I feel like it'd help with your lore a little bit and also make the crystal feel like something more. Anyway, I hope you and the team keeps up the great work. This mod is looking better and better as time progresses.
What about having the cake hunt and the god vault being the maximum size and can’t put anything else on. And the cap stones raises the left over to the maximum size.
Expertise should not decrease the size of crafted inscription to 5, because it will make found inscriptions useless. It could decrease it to 6-7, so it's still exciting to find one of size 5!
i think the arcane anvil should have dedicated slots for seals and themes, and two "inventories" for catalyst and seals: first of all this is more intuitive (slots have the shadow of the item behind them and a title on top so it's obvious what you can put in the slots) it's neater and easier to manage seals, if you add a cake seal, the other slots get disabled last seals and catalys should stack for type catalysts instead of being in an inventory they should appear in a list with icon on the left and bonus descriptioon on their right so this is easier for the player to see what they added this is userful for instace when you added too many modifiers and you want to modify the worst one, this way you won't have to hover over every single catalyst looking for the one you want (similar consideration could be applied for jewels btw)
A fix for phoenix would be to craft as many as you want into a single capstone phoenix item that can then be applied. Then you can treat it like other capstones.
Anvil crafting seems great. However still a little confusing. Feels like a UI issue to me. (Kept watching and iskall said this. Leaving comment though in case some of it still useful.) Idea: give the icons for seals a background shape… like an orange square. Give all capstones a different background shape… like a green circle. Then all circle pieces are last and all squares would fit first. Would go red otherwise. Additionally change the first square of the anvil to only take squares, but still work if empty. Maybe separate it from the grid.
Green slots are good, yellow slots for things that wont be applied due to something else, and red slots for items in the wrong place. When in the anvil the tooltip of each item could change to tell where the error is, almost like how code compilers tell you whats wrong Extra slots is no good IMO. Much more clean to have everything in one spot and it can all be fixed with the coloration and tooltips to teach the player inside of that UI
the processing order for that arcane anvil will be even more confusing for new players. Not really intuitive when half the items in the table don't get used up because of the order.
I would multiple all the values by 10. So lvl 10 crystals = 100 capacity. Lvl 20 = 200. 30 = 300. And so on and so forth. The reason being, that gives you more options to play with the amount of space that things take up, because at the moment, it looks like this could be a massive nerf to super vaults. And i get that, I do, you want to make this system more intuitive and less reliant on luck, but some people really like that. Like sure, it's really annoying when a crystal gets exhausted after 2 catalyst are put on, but then there's also that massive smile you get when you somehow manage to put 20 catalysts on a crystal. So I would suggest 3 things. First: make everything 10x. You can still have all the numbers be the same. But it's the feeling of bigger numbers that i think will help. Plus it will give you more room to tweak values. This will help the casual players. Second: for the players who enjoy a gamble and the super vaults but are more middle of the road between casual and hardcore, some kind of modification to the chaos catalyst. I suggested before a system where like a normal chaos catalyst has an evenish split of 15/15 good/bad modifiers. So with this system, have it be that if you add more chaos catalysts, it tilts the scale. 2 give you 20/10ish modifiers, 3 could be 25/5ish, and 4 30/0ish. With 5 being a guarantee of 25/5 but with the five being super modifiers. Super super good or bad. Third: and then maybe also as a way to allow people to still make their super crystals, you could have like a really rare drop in treasurer rooms or from champions be some kind of modifier. I'm not sure if it would be a better idea to have it be something you could add to the crystal to increase capacity, or you could add it to the catalyst or the inscription to make it free or remove a certain amount of how much capacity it takes up. But the end result would be it allows people if they are dedicated enough to still be able to make their Omega Crystals Of Greedy Doom... Okay, that's actually a great name, call them the Greed stones or something. Anyway, really really really really really really glad to see things are moving along and I hope there will soon be some more Vault Hunter content.
Red-green color blindness is always an issue that should be considered. I don't know how feasible it would be with the tools Minecraft gives you, but regarding the UI design of the catalysts etc. that *would* curse the crystal (the ones that would go over capacity counting from the higher number slots down since you can fill arbitrary slots), maybe overlay a skull icon over that slot in some manner. An animation would grab more attention too, so maybe like a gently looping fade-in-fade-out skull effect so that you can still clearly see what the item under it is.
Yes!! Commenting to boost this, it needs to be more than just color that indicates this!
1 in 10 men are color blind! This 100% needs to be considered!
well, it always depends. you dont need to change things, if other functions are there as well. i.e. if you are RG blind, you still dont need blue/yellow traffic lights, bc you know that (depending on the country) one is top and one is bottom. no color necessary. same should always be applied in other things. i.e. "ok = no difference" "not ok = border/form/different shade" etc.
@@AkiSan0 I have a very minor form of red-green colorblindness, and I can say that traffic lights are almost no issue. I think that this is true for most red-green people, because traffic light colors are chosen in such a way that the red is pretty distinctly red and the green has always looked pretty blue to me. Also---red and green are not acutally the biggest issues for me when it comes to colorblindness, although they are painful, blue and purple or lighter shades of blue are much worse.
so glad development of this game is continueing, can't wait for vault hunters smp 4 and the new members and additions!!!
I stopped playing. It is development that will never end. Can you imagine taking money for a service that you may never finish or you just say, "I will be done with this when I feel like it?" I love Iskall but he is worse than Todd Howard but in modded minecraft development.
@@the-first-joe in my opinion, when people sign up to play on iskallia servers or the vault hunters patreon they are signing up for the state of the project at that time. This started as a passion project and has only recently become monetarily viable and with vh 3 they began to transition to operate with a living and supportive community and find ways to award donators and have funds go directly to vault hunters development, not to support a finished project but the goal of an ideal project.
@@the-first-joe Imagine complaining about a completely free mod continually receiving new content and support
@@the-first-joe this is probably the stupidest comment on game development i've ever seen in my entire life. actually completely detatched from reality
@@Crystal-58 No retort to valid points just say it's dumb. Okay. Try game development sometime.
For the red things in the Arcane Anvil, maybe the square that is causing the problem should be red, but everything after that should be yellow, letting the user know that they won't be applied, but they're not the problem, it's something else that's stopping them from being applied
It's so interesting to see how your game design philosophy has evolved over time. You've learned a lot about what does and doesn't work over the course of creating Vault Hunters.
Take caution when using red and green for important UI elements, because the most common form of colorblindness hits those two.
Do [the items that are going to become] Capstone Items NEED to be unstackable? The item slots could work like the focuses in the Vault Artisan Station, where they can store a whole bunch of them, but then only use what's allowed when the craft button is hit (maybe you need to cap the Phoenix Feather at a max of eight or something). There isn't any durability or player-visible data that requires them to not stack.
My opinion is to do away with the "preview" item in the middle of the window to give you more GUI room in the Arcane Anvil. That made sense in the Jewel Applicator because tools last significantly longer than crystals and the changes are much more visible, but it doesn't work _here_ because it only changes the color of your crystal, an optional theme squiggle, and then the crystal goes away in a few seconds of gameplay.
i genuinely appreciate any pushes towards making Vault Hunters beginner friendly because despite following the development of this game from pretty early on, I still very easily get lost with what I'd even have to do and get easily confused, so any attempts to make things easier to learn is so nice.
I watched your videos on vault hunters like a tutorial. So I think it's nice that the game is getting easier to understand. It was very hard to understand what to do before I watched your videos😊. I love your videos on vault hunter and Hermitcraft.
Crystal leveling could be first lvl 10 u get 10 and it could give u a spot to have the quest, 20 being lvl 20, then start to go up by 5 every 5 levels, after that when u get to 50 (this would make it go over 100 but the number can just be changed back to 1) but after 50 you could start to add 2 capacity per level leaving lvl 100 with 150 capacity if thats to be something considered.
Instead of deleting mystical essence could be a gateway to make craftable/temporary buffs, like an incense that gives you strength, speed or even luck for example
ease of accesibility is goated, i've recently started playing modded again and modpacks are so good rn
As the person or one of the people who originally suggested the capstone thing, I would personally suggest checking the modifiers already on the crystal, and using that to fill all the slots in the special anvil when you put the crystal in.
There's no reason to finalize a crystal before you're ready to run it anyway, so letting you take things back off of the crystal is the easiest way to prevent accidentally adding multiple seals or capstones. it feels nicer aesthetically to me as well, being able to move things around in slots and change your mind without worrying about finally hitting the button to finalize it.
I'm not sure if you've played around with the mod Tetra, but I love the way their UI works. They only show the slots that are available after you put in the item you are modifying. I'm envisioning something similar here, with all the currently applied catalysts and other items appearing as you put the crystal into the anvil.
Progressively adding onto a crystal wasn't a bad system, but I much prefer entirely removing the order that things are added, and having it be parts that you can continue to change later.
All around, great work! Just seeing what you've thrown together so far seems like such a more intuitive system than how it stands currently. Keep it up.
I have played multiple VH seasons on a server with friends. Most other players never ever made an inscription crystal even after 4 seasons and they barely were using catalysts. So I agree that it was a huge barrier to entry. Even though I personally benefitted from them greatly, almost no one else I knew did.
On teaching the arcane anvil, some sort of animation where the catalysts and seals dissappear one at a time in order could help make the ordered nature clear.
Maybe the background of the 60 slots can cycle through transparent icons of catalysts, inscriptions, and charms so that the player knows what items can go in those slots. I appreciate all the work in making the game more accessible to the average player!
What if the inscriptions were like puzzle pieces and had different shapes and the player had to rotate them and fit them together. Sorta like the Quark matrix enchanting works
I love this, if i could decide, id love even more active development, like devlogs, ik this wont happen, since iskall has alr3ady so much to do
With the arcane anvil, you should have locations to apply the theme and seals, which would make it easier for the player to understand how to modify the crystal. And when you have the items added to the crystal that make it unmodifable, make the side table unusable
Really appreciate every iteration that you and the team make! It's so refreshing!!!!!
@10:00 five minutes might be too much because at that point, you may as well add inscriptions to your vault just to lose it more and not actually look for the room Time is insanely valuable if I do a gold alter run having five more minutes, could mean one more altar or two if I'm lucky
The 5 minutes is only for an Architect Seal vault.
I did a whole playthrough of VH and never used inscriptions and only used catalysts that i got as bounty rewards.
The entire inscription thing in the old version where you would put a room in and if you didn't hit 100% completion you end up with a room of bedrock was insane to me. Total waist of an inscription and then once you started putting them you thought good I will have a crystal I can use only to only have 2 inscriptions on the crystal and have it wasted.
At level 56 on my current playthrough, haven’t touched catalysts or inscriptions and I might not
@@ThatOneGuy14466 They are SOOO good.
Think of adding MORE chests of a certain type in a Vault. And if you can guaranty a Mushroom room and put x4 Living... It's a great way to gain knowledge stars.
@@answeris4217 Ik what they do, since I am giving myself a time frame to beat the pack in ima have to
I was just thinking how much I was longing for an iskall vault hunters video, and you delivered perfectly!
For the single use crystal modifiers you could create something that has a this or that UI, I don’t know if it’s tabs or something that looks like the pipe from the blaze powder in a brewing stand that you put the single items to the right and the inscription/catalysts to the left and be able toggle which one is active. You just need to make the toggle obvious to the player for when they craft that it’s going to do xyz to the crystal.
The only other way I could think to do it is just make the block validate what you’re putting in and only let you craft when things are correct
Iskall i have also got a suggestion. As there are so many items in vh i alot of time has to serch through your old vh videos to check the what was called. For example i did not know you could colour your tools in vh before watching hermitcraft vh and when i needed to colour my tool in my game i had to serch through which episode was it to know its called "RUNE😅😅'
It would save you some code bloat to have the crystals' capacity increase proportional to every level a player has. (Just basing it on your "visual" example, of course. It's also more typo-proofed. 😅) But style wise, I do like more 'rounded' numbers for things like capacity gain plateaus more.
In a way, the crystal crafting from the raw vault rocks angle isn't unapproachable; the value of those vault rocks is set, so using a vanilla Comparator, you'd have the plain vault rock before crystalizing weigh (just for example) signal strength 1, but if the player wants to create a cake vault crystal, or a soul flame one, then the signal strength to unlock the final step of crystal auto-crafting needs to be 2 or more. This means it can still be fed automatically, you just wouldn't 'boop' the activation button to make it a crystal until it had the additional step to weigh more taken. Though I wouldn't know from a backend design if you would want each to have a specific signal strength value, or (keeping it simple!) just be more than the signal strength 1 of an unmodified/unhoned/unseeded vault rock. That's if your order of operations on putting the cakes, and so on first before crystalizing is something you want to go for, and you can't see wanting to just keep them as they are for the Arcane Anvil. Having those three dedicated slots in the anvil does make sense, though.
It did feel nice seeing in this vod that you were able to talk your process through with all those Dylan rubber ducks. I await the next development vod/video with happy anticipation. 😊
I forget how it currently works and it's likely already covered, but maybe you could add a 4th slot with the capstone, theme, and seal, that would be dedicated to being able to get your gear back if you die in the vault. This would allow for different tiers and variations of the mechanic, where you could make it so you either get back some percentage of your kit or you could use a different modifier where you get all back but at the cost of money/experience/etc. Or maybe a modifier where you get everything back, but you don't gain any experience for the vault (for resource gathering missions). Maybe it's not specific to dying; it could be an equipment modifier slot where you could add in a reduction to durability loss.
Has anyone ever mentioned that it might be neat to see the crafting/required materials even when there is none in the table inventory. Example is the slot for mystical essence in the catalyst infusion table. I struggled to figure out what I needed. 100% it's in the guide I'm sure but still it would save me a brain cell.
For the arcane anvil seals maybe make it so theres a separate slot (maybe in the center) for the Seal or change the description of the item so it says "must be placed in slot 1 of the arcane anvil" or change the 1 to a star ⭐
For the gods favor you could make it so its not a cap store, but since we know you can only put 1 per crystal if the player wants to recraft and put another favor it will simply delete the other favor, tiers idk they can just keep stacking so lol
They could also just have there own slot on the bottom left, one for the favors and one for the other items (assuming you want to allow the ability to get favors in let's say a plunder)
You should add a specific slot for Seals and Augments (and maybe even a chaos catalyst) to not confuse new players. This also makes it simpler to see which items will be applied first.
A constant size for crafted inscriptions, and random size for found ones sounds ideal
The crystal icon is off centre in the arcane anvil
For the cake seal, chaos catalyst and so on, maybe you can add another slot that can only contain these items et if there is one in it, it grays out the catalyst slots.
Also for the cap stones, you can still have them in another slot but when you click the craft button, if aftzr applying all the catalysts some capacity remains, you can display a confirmation popup explaining that if you continue, the crystal will be exausted
YEAH VH IS BACK
Hi! Super-casual player checking in, (my group has played weekly for a year, hasn't hit lvl 40.) I love this update to vault crystal crafting! I'd looked into catalysts and inscriptions before, never figured it out. But this is SO MUCH MORE INTUITIVE! I hope that arcane anvil looks awesome when done, because I can see a whole room built around that!
I do have a concerns though, as it stands inscriptions seem really expensive at out lower levels, costing multiple echo gems each, meaning they won't be much use until late-game, and are something of a noob trap if you spend your early game echo ore on it. Which means until you hit those later levels, capacity won't be much of a limit outside of catalysts.
On another note, I like the look of the UI on the anvil so far, and like the idea of capstones, augments, and seals, having their own slots with tooltips. My one concern on that is just making compatibility between modifications abundantly clear. If I recall rightly, as it stands, capstones must be applied to an unmodified crystal, and make it so that crystal can no longer be modified.. Meaning if anything is in that capstone slot, the whole rest of the table should be shown as disabled, right? Or, if that's changing, and capstones can be applied to a modified crystal but lock it out, (making the name "capstone" more fitting.) then applying the capstone should grey out all other slots, or simply make the crystal unable to be placed back into the anvil. Just little details that intuitively show the player whats happening and why are really appreciated.
Lastly.. Why can't those three slots be placed above the catalyst/inscription application area on the left, as they are also being applied to the crystal but with differing effects.. Was there a reason you wanted to remove that text box on the right that shows the modified crystal? It seems pretty helpful, and coincides nicely with the similar jewel applicator. Having the three slots break into that preview area seems clunky.
I love everything I've heard in this vid Iskall, nice one. I definitely think having the separate slots for cap stones/seals/augments is necessary and would add so much needed intuity to the system :)
The UI could have slots that shows players where items go. Like row 1 is all the things that get added first then the middle rows have the catalyst and feather slots and then the capstone item in rows 4 or 5. Set it up kinda like a backpack is when you assign slots manually.
What I did like about end game in PoE is how the highest level you realistically need to use the best items is ~70. Then every level after that is a bonus. It makes it feel better to not be max level and changes it into bonus progress instead of mandatory progress.
If you want to have all the crystal modifications in the Arcane Anvil, it would be good to have different slots for the inscriptions/seals/augments and catalysts. So the player knows to look for these items if they havent used the table before.
Love the idea with being able to find smaller inscriptions. Would inscriptions bought at vendoors be counted as "found"? Lastly, if the expertise guaranteed the lowest role then finding ones in vaults would be bad since they would usually be larger than the ones you can craft.
i like the idea of adding an extra slot separate from the inscription/catalyst slot for capstone things, rather than having to use an anvil or right-click to apply it on the vaultar
instead of putting a vault rock in the altar, you could have a chaos rock for example.... or a soul flame rock... (instead of the chaos catalyst or the soul flame) and the resulting crystal can just be put into the portal
i would almost want a capstone table that functions like the modifier reroll table with a button for each type of capstone
this has actually been discussed on that stream! it was deemed a good idea, but they would need to figure out how to do the level gating (since for example soul flame is 65+)
I love how he said todays date like the daily silksong updates channel
The expertiese could also reduce the cost of crafting inscription to inventivise running more modified vaults instead of running less better modified ones
It's no problem to use multiple slots for the different kind of modifiers in the arcane anvil, vanilla has it in the brewing stand. You can even hint the purpose of a slot with a shadow of the item, but that needs to have all similar modifiers to have a similar shape
28:00 okay but why does it need to be caped off after that roze thing? Wouldn’t it be easier to understand if you just don’t allow 2 or more “cap offs” and also to not allow 2 seals? Or am I missing something?
I'm so glad to see more vaulting, hoping to see the deep dark in the update
I’ve waited so long for a vault episode! Thank you
Will we be seeing any vaulthunters on a server anytime soon??? I really enjoyed watching you and the hermits playing together
I think he mentioned that it was delayed because of the start of hermitcraft season 10 and they were making decisions on if it’d be worth the potential burn out of hermitcraft. Plus he said that some hermits wouldnt be able to join because of hermitcraft and a lot of people were disappointed. I personally think Iskall should wait a few more months so that he can keep his grind on hermitcraft and we can have hermits that were busy join for the new season of vault hunters
@@sappical there is a VHSMP as well. Lot of people only watch that, and not HC.
@@shalakabooyaka1480Yes that is what he is talking about.
@@shalakabooyaka1480 ... they literally were just explaining why VHSMP was delayed and then you explained to them what VHSMP was as if they didn't know what the thing they'd just explained was
@@apersonwhomayormaynotexist9868 k
you could also make it more complicated but also different each time without random on each item added: add a puzzle to the left screen. Each slot has a +X or -X or neutral modifier that influences something in that room specifically. A rare slot has something like a real modifier icon instead of +x,-x Then it becomes a minigame to assemble the crystals as well - which means they could be a bit more powerful and exciting in total, because not every crystal would be that powerful. Only randomness is resetting the puzzle - which could be with a resource or just craft one, get a new puzzle. Downside is that it get more complicated again, but everything else would stay - planability, option to shuffel around and see exactly what you get before crafting the crystal, not making the pieces itself to complicated to calculate etc.
LOVE these changes so excited to start a new world
Having a capstone slot, seal slot, and other specialized slots seems good
The 3 specific slots in the arcane anvil should be on the far left next to the slots for catalysts and inscriptions.... the should be ordered top down from order of importance seal augment and capstone. The table should know to add the seal first then the catalysts and inscriptions then the other 2. Then you can still have the cool middle design of the table and the tool tip on the right
What icons are the white and mint ones in the task bar? at 6:19
They seem familiar but can't remember
I'm excited for these changes this will make it so much simpler for new players to get into customising there crystals,
Trust the process, and make the game you want to play
For the cake vault it could also work that you could find a cake vault rock that you put into the Vault altar, switching it up completely but might make it clear that you can not put it on a modified crystal and it directly puts out a cake vault crystal without any capacity
Commented too early but as you touched on exactly that, but still like the idea it may be an interesting challenge for players to incorporate different crystals into the autocrafting process by switching modes of input, by the time you are at that stage you have been in contact with them anyway and know how they work
This might be late but I think this could be a good idea: Only let things that can be in that crystal be on the left. So, you can put one capstone in the table but not two, when you try to put a 2nd one in: error ding/message + conflicting item/s in red.
Although I prefer your idea of having the stuff on the right but if not possible I think this idea makes sense. That way order doesn't matter.
I’m usually so nervous about changes bc this is my favorite game but I’m the opposite of nervous for this. I can’t wait to not get kekked on crystals anymore.
I feel like this is more confusing than the existing system. I think that the concept is heading in the correct direction but this execution is not it yet. Unfortunately I don’t have much of a suggestion, but this is confusing. I like the idea of a seal slot though. I just think it needs to be more clearly defined as to what each item does and what crystals they can be applied on. Maybe have a different tab on the arcane anvil for each type of crystal or something.
What about changing the ui in the middle, adding 1 or 2 slots below the crystal for capstone or whatnot
Maybe you could have a craftable inscription that randomly rolls an inscription, (like when you buy with soul shards). To have some RNG/gamble for those who likes it. Could also have different values like the ones you find in vault, but the craft cost could be slightly higher.
Feels likes going from a system i couldn’t be bothered to learn “as a casual hunter” to a system where I’m never gonna have enough catalyst or patience to use.
Wouldnt it be easier if you added only one seal and one catalyst? Like u combine the catalysts you want in a normal anvil and then throw it on? Then in your new anvil you have a seal slot, a cata slot, an augment slot and a capstone slot
no tiny potato descrimination!
btw i would love to see more of those videos, were you show ur thoughts and ideas while "making game design" (36:35)
i think they're really interesting and its good to know what u or the team things when making changes
I stand behind these ideas, I feel they make the game entry a lot easier, the loop more consistent and the balancing much better than we have it today.
Adds more confusion to how the architect vault is supposed to work imo. A piece not getting applied but still allowed to fit doesn't make sense.
Reducing RNG is a good thing, but make sure you don't hit the player with analysis paralysis
As someone who has not used the current system the one thought I have is why order matters when creating the chrystal.
if you want them to feel more special when you find them, you can make them 'blessed' versions. that give you better chances to find god shrines or some special random positive modifier like +1 minute
First of all thank you very much for developing this awesome Modpack!! I know u guys are probably rly busy developing the Update 14 changes but still wanted to ask if in the future ur gonna add or remake some abilitys/skills?
Cannot wait for this update!
I would instead replace the first row on the left of the anvil with slots for each unique thing that may be applied to a crystal exclusive with others. E.g. one slot for seals, one for theme etc. If you add an inscription, the crystal changes the icon (more than just the color) and the top slots that do not work with architect vaults get locked. In my opinion the order of things applied should not matter at all. If you add something that does not work with the stuff above, just disable the craft button and show a message of whats wrong.
Could the first slot of arkane anvil be dedicated for specific items, which requires to be filled to modify crystal with catalysts etc, , but if it is filled with soul flame or other it still blocks modification
Could anvil require some arcane item from the vault for it to be available, and you can craft it into cake seal like items. Like "arcane fuel" and it can be crafted into like "sweet flame" for cake effect
Maybe allow critical or blessed crystals that can have up to double the capacity but it could be an expertise locked thing or super rare
I love the concept of the anvil and the UI (it's very like the jewel applicator, nice one-stop shop). My only concern with how the capacity system works being tied to your level, is that catalysts would need to feel useful with only 1 or 2 on it. As it is, putting say 1 ornate catalyst on a crystal would provide so little benefit it feels like you wasted a catalyst. If the current value of catalysts stays the same, this whole thing is going to feel fairly useless until level 30-40 when you have enough room to make it worth it.
This is if you make the capacity 1:1 with your level. I don't know how open you would be to something like 2 capacity per vault level, even that much would be better..
I know this is very unlikely to happen; but if you ever want to rework Expertise, it would be really interesting if it worked similar to how Javelins work, but for all abilities. So every (or at least most) abilities would have 1-3 different Expertise abilities, which could act as a sort of secondary Specialization, so you could get one that halves the damage dealt of Fireball, but also halves the cooldown.
The reason why I like this, is that my experience with the current Expertise is that most of them are 'need to have' (such as Fortunate), and you will likely not find a lot of players without it. The issue with this is that it is not a real choice for the players, but rather just something you pick, while having ability Expertise is more of a playstyle choice (assuming they are all around equal strength).
I think for the catalyst and seal problem
There should be slots where you add your catalyst (like in the episode) and then add a slot where you add a seal,
But I do agree with the problem that some seals change the objective and some change the vault
So maybe for the ones that change the vault it locks all catalysts and maybe inscriptions aswell
And for the "cap items" I agree they should be at the end of the catalysts when you are happy with the layout of your vault
What if the first row of the Ui for the arcane anvil has an outline for the items, and can only accept that type of item? It might fit a more “vanilla” aesthetic, and might make a cleaner Ui. Also, if you have conflicting items being applied, BOTH of them should be coloured to show exactly what the conflict is.
I have 2 ideas to add if you end up reading this
The player should have the ability to chooses the layout of a vault from a square to a circle to a diamond etc
The level 100 crystal shouldn’t be capped at 100 capacity it should vary from crystal to crystal once you reach level 100 as you stated in a previous video as only being able to have 10 catalysts or 20 if you decide on 5 capacity for catalysts is still lower than what I would expect if I was to get lucky as getting 20+ catalysts on crystals isn’t incredibly rare but I still want to have the feeling of getting insane rolls of capacity late game as otherwise you can get quite bored if you’re just stuck with 100 capacity always so vaults can’t get better
Hey an idea for the crystal capacity, what about 1 per level but have an expertise of (gain +1 capacity for every 10 levels)
What about motes? Can I add a ton of catalysts/inscriptions then remove all the curses? Will you still lose time if the curse is removed?
The seals and capstones are the most gorgeous sprites.
I will be sad to see them go, if that's the decision.
These ideas are pretty nice so far. The game in its current state felt like it had a tough learning curve, which is a real shame. I never could get very far into it. I do have a suggestion for your anvil thing though. What if you used an incomplete crystal in the anvil instead of a vault crystal? Doing so could allow you to make a randomized vault crystal cheaper to craft than a customized vault crystal. Perhaps, like 2 times the normal resources required or something. Even if you don't do the customized... uh, we'll call it a penalty, I still think an unmodified crystal should be used in the anvil before "empowering" it to create a vault crystal. I dunno. I feel like it'd help with your lore a little bit and also make the crystal feel like something more. Anyway, I hope you and the team keeps up the great work. This mod is looking better and better as time progresses.
What about having the cake hunt and the god vault being the maximum size and can’t put anything else on. And the cap stones raises the left over to the maximum size.
what if you put charms into the table then just get “credits” then x credits take 1 capacity, less confusion and less items in the left side table
Expertise should not decrease the size of crafted inscription to 5, because it will make found inscriptions useless. It could decrease it to 6-7, so it's still exciting to find one of size 5!
could you make the capacity go every 10 until 60lvl then it goes every 5?
i think the arcane anvil should have dedicated slots for seals and themes, and two "inventories" for catalyst and seals:
first of all this is more intuitive (slots have the shadow of the item behind them and a title on top so it's obvious what you can put in the slots)
it's neater and easier to manage seals, if you add a cake seal, the other slots get disabled
last seals and catalys should stack for type
catalysts instead of being in an inventory they should appear in a list with icon on the left and bonus descriptioon on their right so this is easier for the player to see what they added
this is userful for instace when you added too many modifiers and you want to modify the worst one, this way you won't have to hover over every single catalyst looking for the one you want (similar consideration could be applied for jewels btw)
A fix for phoenix would be to craft as many as you want into a single capstone phoenix item that can then be applied. Then you can treat it like other capstones.
Woot! VH14! I can’t wait to update for my playthrough gonna be fun to watch the new smp season
This is so exciting!!!
Anvil crafting seems great. However still a little confusing.
Feels like a UI issue to me.
(Kept watching and iskall said this. Leaving comment though in case some of it still useful.)
Idea: give the icons for seals a background shape… like an orange square. Give all capstones a different background shape… like a green circle.
Then all circle pieces are last and all squares would fit first. Would go red otherwise.
Additionally change the first square of the anvil to only take squares, but still work if empty. Maybe separate it from the grid.
Mystic could take off a percentage of size per level?
Make chaos catalysts have capacity between 1-25 before lv 65 and 1-50 after.
Even more chaos
Guys, I don't think he is changing cake vaults
You also have the God alter items to increase God favors.
Green slots are good, yellow slots for things that wont be applied due to something else, and red slots for items in the wrong place.
When in the anvil the tooltip of each item could change to tell where the error is, almost like how code compilers tell you whats wrong
Extra slots is no good IMO. Much more clean to have everything in one spot and it can all be fixed with the coloration and tooltips to teach the player inside of that UI
Ty secci
the processing order for that arcane anvil will be even more confusing for new players. Not really intuitive when half the items in the table don't get used up because of the order.
what about the wither skulls adding a cursed modifier, will it also remove 1 minute?
I would multiple all the values by 10.
So lvl 10 crystals = 100 capacity.
Lvl 20 = 200. 30 = 300. And so on and so forth.
The reason being, that gives you more options to play with the amount of space that things take up, because at the moment, it looks like this could be a massive nerf to super vaults. And i get that, I do, you want to make this system more intuitive and less reliant on luck, but some people really like that. Like sure, it's really annoying when a crystal gets exhausted after 2 catalyst are put on, but then there's also that massive smile you get when you somehow manage to put 20 catalysts on a crystal.
So I would suggest 3 things. First: make everything 10x. You can still have all the numbers be the same. But it's the feeling of bigger numbers that i think will help. Plus it will give you more room to tweak values. This will help the casual players.
Second: for the players who enjoy a gamble and the super vaults but are more middle of the road between casual and hardcore, some kind of modification to the chaos catalyst. I suggested before a system where like a normal chaos catalyst has an evenish split of 15/15 good/bad modifiers. So with this system, have it be that if you add more chaos catalysts, it tilts the scale. 2 give you 20/10ish modifiers, 3 could be 25/5ish, and 4 30/0ish. With 5 being a guarantee of 25/5 but with the five being super modifiers. Super super good or bad.
Third: and then maybe also as a way to allow people to still make their super crystals, you could have like a really rare drop in treasurer rooms or from champions be some kind of modifier. I'm not sure if it would be a better idea to have it be something you could add to the crystal to increase capacity, or you could add it to the catalyst or the inscription to make it free or remove a certain amount of how much capacity it takes up. But the end result would be it allows people if they are dedicated enough to still be able to make their Omega Crystals Of Greedy Doom... Okay, that's actually a great name, call them the Greed stones or something.
Anyway, really really really really really really glad to see things are moving along and I hope there will soon be some more Vault Hunter content.
I’m a little potato. Thanks for acknowledging me 😊