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Element's And jutsus redone

3 Replies, 8038 Views

So. We are all well known of how element's and jutsu work right now But They are kinda boring after a while now i have been thinking of a way to make them more interesting... and so here's what i been trying to wrap around my head lately...heres my idea for what to do now with the element system and jutsu system and well it would require adding in a few new mechanics on how things work...

#1
What if there was an element system that would require you to actually train with said jutsu type/element added  in This would mean for 
Example Me i have the Suiton Element so with this new mechanic added in id like to call this "Elemental Mastery" if i use suiton jutsu a lot i would gain more mastery over said element the stronger and higher cost the jutsu the more mastery i could gain over the element with ever successful use of the jutsu Doing so this is where it gets interesting The Cost of the jutsu would lower The highest Mastery over an element would take a very long time to gain But would be well worth it id say over 10,000 uses of suiton jutsus would allow full mastery over the element with that being said the highest and strongest suiton technique would give 10 mastery points to the suiton element now the's stats would not be viewable the player would have to just notice the difference when the cost lowers and the damage ups a bit but if he fully mastered an element it would display it in the stats tab the highest chakra cost reduction from mastering and element would be say 30% reduction and a 20% damage increase for all jutsu of that element 




#2
This is gonna be kinda like number one but instead of Elemental ninjutsu this is gonna focus on the Player Choose able Professions.


Now that we have the elemental Mastery in mind time to think of Mastery over ones profession This idea had a lot of thought put into it Generally because my own profession lack's a feel of uniqueness and in all honesty all around usefulness So with the option of being able to master profession through use of their skills The chakra cost reduction is still in play but for things like Fuuin Specialists mastering the profession would prove to be a great asset Because it would increase things like the time of which jutsu like fuuka hoin could be used reduce the cool down time much like the elemental mastery and also increase the damage blocked or done my some of the techniques The level of which the player has mastered their Profession is displayed Below the profession it's self in the stat tab to boost profession mastery you would simply use the jutsu of which the profession grants or skill's. i'd love to go more indepth with this at a later time if my ideas start getting approved.

#3
This idea would add in A lot of great things and aspect the game kind of neglect with professions and such Here's something i haven't heard anyone talk about before and i had the idea in the spur of the moment honestly here it is...

Profession and Element based missions. So say if you are a Novice at Fuuin And you go to take say an D Rank profession Mission which would give you ryo and experince like all missions but also give you mastery over your Profession this D rank profession mission would be something like Block 3 Jutsu with Fuuka Hoin with out dying The amount of Mastery points and ryo/exp given i leave directly to the admins if this idea is approved And for the D rank Posion profession it could be like Go to the swamp and Find Posionus plants and mix them into a poison or something if you think about it that could be a new thing that posion artist have to do in order to use there techniques... Hmm... But at any rate thes are just my ideas so far thanks for reading and there will be more to come i hope you guys enjoy and can help get them approved  Smile


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not too bad ideas, but thing in jutsu using is that it will be all people use, they wont gradually use them, they will spam jutsu while standing still till they get mastery
[Image: Indigo-ItachiSig.png]
This is true but there could be a system implemented where you have to use some of the jutsu in sequence with your other moves For instance to gain mastery you can start off with any jutsu Such as for katon say i use Hosenka the game would generate and say in the text box "Use- Insert katon jutsu here <- it would be random among the jutsu you have unlocked in the element Thus making Afk training or spam training not possible
(06-23-2020, 08:31 PM)Yami-Sora Wrote: This is true but there could be a system implemented where you have to use some of the jutsu in sequence with your other moves For instance to gain mastery you can start off with any jutsu Such as for katon say i use Hosenka the game would generate and say in the text box "Use- Insert katon jutsu here <- it would be random among the jutsu you have unlocked in the element Thus making Afk training or spam training not possible

Like indigo, I also think that these ideas are not too bad. However, I think the flaw of your current idea for training jutsu mastery is that it makes the gameplay itself lean more towards a spam-grindy style for this form of training. If I were to add to this idea, I would think it better to make it so that the player is required to get KILLS using their elemental/profession jutsu with amount of mastery obtained being higher depending on who his killed. This would keep the gameplay and training style as versatile as it is while implementing what I have interpreted as the heart of your idea.
example:
killing rogues with fireball is +1 katon mastery.
killing rock lee with fireball is +10 katon mastery.
Killing sasuke with fireball is +30 katon mastery.
The values are completely arbitrary but you get the idea.
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(This post was last modified: 07-04-2020, 03:37 AM by Just Dre.)



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