#Mastery effects
1 messages · Page 1 of 1 (latest)
not really canon
Literally gave examples 😭
L
giyus and tanjiros water breathing looks exactly the same
then explain murata's?
why is this getting downvoted
Thats a fire idea yall r triping
hzm1467 You’ve Reached Level 4
Not being able to know what breathing style it is due to the mastery stuff hiding the visuals would be horrible for a fight
didn’t see “close to zero”
but besides that it’s a decent suggestion
For a story game sure, but a combat game with pvp, nah
i mean the devs can always tone down the vfx difference to make it viable for pvp
i get the concern with diminished effects making it hard to distinguish what breathing your opponent is using
but then wouldn’t it work if the change in visuals was subtle?
like for example water breathing having a more violent “splash” when a skill hits
besides, (im assuming mastery refers to levels) wouldn’t levels in gamemode be the same for all players? so any vfx difference would be gone
the key takeaway is that having slightly enhanced vfx for higher levels would be a nice detail, as long as it’s subtle and breathings are still largely easy to recognise (imo)
In my opinion, I still see that as an awkward advantage over others, just seems meh to me
My understanding was like blox fruits style mastery, as every game that has a mastery mechanic seems to do it usage based with the specific thing, separate from levels
it’s completely visual though, the only issues i can see is if the visuals increase in size (which can be avoided by finding alternative ways to enhance vfx) or if effects become too overwhelming (which probably won’t happen)
They want the opposite, hidden effects and reduced visuals
i don’t think we know anything about this from what higo has shown us
No I'm talking about the OP of the suggestion
They want that type of system and your visuals gradually reduce and lessen
could still work, but obviously not to the extent OP suggested
Would still be bad for pvp
depends on how many effects are removed no?
i agree with you that OP’s approach wasn’t the best
but his or her idea of different vfx intensities is a nice idea
Not for a game that will likely have a large focus on pvp and thus that would cause a lot of awkward interactions
what if the changes were very subtle
but still noticeable if you just look at the skill for fun
Changes that could still very easily impact detecting a move compared to a different one
aren’t skills already pretty easy to detect, at least in rpg2?
also the extra effects doesn’t have to be bright or anything
for example thunder first skill can cause a bit of visual environmental damage when the actual dash occurs
From the sneaks shown, Hino moves are faster than rpg2, imagine water kit but you have a few frames to react, and all you can really see before that reaction time runs out, is barely varying vfx of moves
Now reduce that vfx
You have a much harder time detecting which is which as the effects are reduced
i’m talking about increasing vfx, not what OP suggested
Increased vfx would just be unnecessary strain on the server
that is fair
I meant like the lower level you are there's diminished effects
also you could js make it a setting
that you turn on / off
At that point don’t have it at all if you can toggle it on or off
That would make it more inconsistent and worse for balancing
Love the idea, unfortunately the pvp balancing aspect would be horrific.
You can do a weighted system of sorts where yes the effects are harder to see, but in return you are equally as weak as you are visible. Making fights between high levels fun to watch, and fights between newbies very slow and boring.
I'm sure there's a way to get the balancing there, but overall it could be a nightmare to deal with 🤷♂️
if anything I'd rather watch the fights between high levels be exceedingly long, as that affords more time to make mistakes and to recover from them
but I know nobody has the attention span for a minute or longer fight
High level fights should be long, but not slow. Their health pool and skill in dodging/blocking/parrying should make up for the high DMG and flashy attacks
But battle speed and length aside, the effects would be neat to see
The OP's idea was high mastery = low vfx
Aka reducing your vfx as you play more
Oh I understood the opposite
If the opposite were the case, it'd be cool and a neat way to see somebody's power without displaying "level: xx" above them.
But if the neat visuals fade with experience... That's dumb, nty
I reread the suggestion, I believe you have it backwards, not me, unless I really cannot read 🙃
meh, either way it's bad for pvp
Well if the 2 fighters are equal in level, there is no benefit or handicap to having this
And if they are not equal in level, the lower level has a SLIGHTLY bigger advantage in the "visibility" department. While the better, more experienced player may be easy to spot, they make up for that with more speed, power, and skill.
I think the balancing there is totally fine... But I've never developed on Roblox so tbh I say this all with a grain of salt
mastery in most games is separate from level, and neither party should have an easier or harder time hiding what move is being used
the vfx is made the way it is relative to the move for a reason
I didn't really think we'd have mastery separate. But with that being the case, yeah this entire suggestion falls to pieces unfortunately..
Although, I do still think it's a really cool idea and can potentially be used for something less crucial to the games core, unlike pvp.
Maybe higher mastery makes you have VFX when running out of combat idk. Just something that other players can see and say "that guy is strong and we're not even close enough to each other to see our users"
Just wave a big 2d banner over any max level dude saying "THIS GUY PLAYS THIS GAME A LOT"
that just turns into having to make excess vfx that are not used that much or for anything practical
Not all game mechanics need to be practical tho
And especially vfx, they help with much more than practicality 🤷♂️
yes but increased/excessive vfx is unnecessary and unpractical
it adds server strain, requires more funding for no good purpose, etc
Yeah I can get behind that
But it's not a machine that's being built here, some inefficiency is bound to stick around. Regardless, this goes outside of the bubble that is this suggestion, so I'll close my statement with "it would be cool to implement if done right" and that's about it 👍
.flai You’ve Reached Level 20
Could be done.
But server strain.
I think you guys are drastically not getting that on top of regular effects, they'll have to keep making more for different mastery..
Which in itself is not needed, unnecessary, and very laggy.
i thought it was high mastery = high vfx
If it was done in the most inefficient way possible, yeah
You can also, just for example, have it vary by range. Like this:
Mastery 0-10 = no vfx (no graphic needed)
Mastery 11-49 = light vfx (separate small graphic)
Mastery 50-89 = medium vfx (another separate slightly nice graphic)
Mastery 90-100+ = full vfx (one last separate graphic, to save on work load you can just increase the size of the last one, then combine the first graphic too.)
This is a rough example, but again, could easily work in a multitude of ways 🤷♂️
I mean I feel like it would kinda be unnecessary I see the point but not being able to see the vfx will make combat weird and it takes up an unnecessary amount of coding for it
You're not getting it bro
The more mastery that's more effects that have to be loaded in the server storage
If there're 30 players in the game With all different ranging effects and mastery
The game has to continually check register check register apply check register apply
You're looking at it at a cool standpoint and not a will it work standpoint
Brody. This game has an inventory system. Your point is immediately invalid because the server has to keep each player's inventory of how ever many items in constant check.
My point is it can easily work.
Whether it's something they want to do or not, is completely up to the devs at the end of the day.
Bro, an inventory isn't constantly changing unless the player does something.
But mastery effects would have to be constantly checked and updated live across 30+ players.
That’s a way bigger strain.
Just because the server can manage inventory data doesn’t mean adding real time effect checks would be easy or smart.
You’re mixing up static info with stuff that’s happening every second it’s not the same thing at all.
That’s like comparing a bookshelf to a conveyor belt.
Mastery level does not need to be constantly checked. Only once on connection to the server, and trigger another check every time you gain a mastery level. Once checked once, you can apply that level range of mastery vfx.
I feel like you've mistakenly put the mastery level as a constant changing variable... When it isn't. The experience, sure, but that's being checked either way. The level can be checked once every time you trigger a "mastery level gain" and then never again until the next one.
Fair, I get it now. If it's event-based and not constant checks, it's way lighter. I was just thinking from a worst-case scenario.
Honestly, we’re both right just looking at it from different angles.
Good chat
Agreed 🙏
Still ultimately up to the devs lol