#Mastery effects

1 messages · Page 1 of 1 (latest)

stray lotus
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With further understanding / mastery over a breathing, you unlock more advanced VFX. Similar to how Murata has close to zero effects, however Tanjiro (an accomplished water breathing) has quite a lot.

tender schooner
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not really canon

stray lotus
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Literally gave examples 😭

tender schooner
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and this

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er no gif perms

stray lotus
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L

tender schooner
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giyus and tanjiros water breathing looks exactly the same

stray lotus
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then explain murata's?

tender schooner
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side character

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they don’t waste effects on them

glass veldt
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why is this getting downvoted

stuck cloak
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Thats a fire idea yall r triping

pine sonnet
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LevelUp hzm1467 You’ve Reached Level 4

potent merlin
stray lotus
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just saying it would be less strong

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like

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a bit less clearer effects

glass veldt
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but besides that it’s a decent suggestion

potent merlin
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For a story game sure, but a combat game with pvp, nah

glass veldt
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i mean the devs can always tone down the vfx difference to make it viable for pvp

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i get the concern with diminished effects making it hard to distinguish what breathing your opponent is using

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but then wouldn’t it work if the change in visuals was subtle?

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like for example water breathing having a more violent “splash” when a skill hits

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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

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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)

potent merlin
potent merlin
glass veldt
potent merlin
glass veldt
potent merlin
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They want that type of system and your visuals gradually reduce and lessen

glass veldt
potent merlin
glass veldt
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depends on how many effects are removed no?

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i agree with you that OP’s approach wasn’t the best

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but his or her idea of different vfx intensities is a nice idea

potent merlin
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Not for a game that will likely have a large focus on pvp and thus that would cause a lot of awkward interactions

glass veldt
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what if the changes were very subtle

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but still noticeable if you just look at the skill for fun

potent merlin
glass veldt
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aren’t skills already pretty easy to detect, at least in rpg2?

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also the extra effects doesn’t have to be bright or anything

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for example thunder first skill can cause a bit of visual environmental damage when the actual dash occurs

potent merlin
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Now reduce that vfx

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You have a much harder time detecting which is which as the effects are reduced

glass veldt
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i’m talking about increasing vfx, not what OP suggested

potent merlin
glass veldt
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that is fair

stray lotus
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I meant like the lower level you are there's diminished effects

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also you could js make it a setting

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that you turn on / off

dreamy light
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At that point don’t have it at all if you can toggle it on or off

potent merlin
torn perch
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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 🤷‍♂️

potent merlin
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but I know nobody has the attention span for a minute or longer fight

torn perch
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But battle speed and length aside, the effects would be neat to see

potent merlin
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Aka reducing your vfx as you play more

torn perch
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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

torn perch
potent merlin
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meh, either way it's bad for pvp

torn perch
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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

potent merlin
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the vfx is made the way it is relative to the move for a reason

torn perch
# potent merlin mastery in most games is separate from level, and neither party should have an e...

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"

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Just wave a big 2d banner over any max level dude saying "THIS GUY PLAYS THIS GAME A LOT"

potent merlin
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that just turns into having to make excess vfx that are not used that much or for anything practical

torn perch
potent merlin
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it adds server strain, requires more funding for no good purpose, etc

torn perch
pine sonnet
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LevelUp .flai You’ve Reached Level 20

wicked ibex
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Could be done.

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But server strain.

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I think you guys are drastically not getting that on top of regular effects, they'll have to keep making more for different mastery..

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Which in itself is not needed, unnecessary, and very laggy.

glass veldt
torn perch
# wicked ibex I think you guys are drastically not getting that on top of regular effects, the...

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 🤷‍♂️

dreamy light
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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

wicked ibex
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The more mastery that's more effects that have to be loaded in the server storage

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If there're 30 players in the game With all different ranging effects and mastery

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The game has to continually check register check register apply check register apply

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You're looking at it at a cool standpoint and not a will it work standpoint

torn perch
torn perch
wicked ibex
# torn perch Brody. This game has an inventory system. Your point is immediately invalid beca...

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.

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That’s like comparing a bookshelf to a conveyor belt.

torn perch
# wicked ibex Bro, an inventory isn't constantly changing unless the player does something. Bu...

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.

wicked ibex
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Honestly, we’re both right just looking at it from different angles.

Good chat

torn perch