Better Imbuement Visuals

Better Imbuement Visuals https://forum.arcaneodyssey.dev/uploads/default/original/4X/4/3/1/431bff5e08aaa9f6b79b0bcb8cc64546e71ab161.jpeg
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A Humble Explanation

Ah, imbuements… one of the most well recognised form of awakening your powers.
They look good, don’t they? Yet, they aren’t perfect. Their visuals are… standardised into a shape that doesn’t fit irregular weapons, and don’t even get me started on solid imbuements - they are my very bane.

Therein lies the problem: Imbuements are standardised to a singular shape per weapon type, and have little to no variation in their application.
Weapons shaped differently from others end up looking off, like the notorious storm scimitars[1]. Can you imagine what an imbued triasta would be like? Terrible! I dare not even think about it yet.
That isn’t all, weapon types with great differences in their shape also end up not getting any visuals in the first place. While this only applies to bows, it’s miserable for us! Just imagine what we’re missing out on…[2]
Lastly, solid imbuements… their lack of mesh variety renders them hideous! Whether it be on weapons or fists, their very existence is a sin against any and all solid magic users! Look at those massacred claws[3], this trident that stopped being one[4], and those uncanny arms[5]! Are you not revolted are their sight!?
Besides that, there is actually a fourth issue: Guns. Guns don’t get any imbuement visual either, not because of their wildly varying shape, unlike bows, but because the current system does not allow them to have any good looking imbuements!

That is why this suggestion is coming into being, to solve this problem that renders beauty unavailable to some, at the cost of… slightly increasing the workload of our beloved developers.


The Annoying Solution

So what needs to be done in order to solve a lack of variety in this system?
Well, truth be told, I don’t know. Why that is understandable however, as I do not know of the inner workings of the game. I however can make guesses as to how it works, and suggest changes and modifications to it that way.

Keep in mind that across this suggestion, I will be referring to both fighting styles and weapons as “weapons” in order to make it more easily readable.

N°1: Reworking the imbuement preset system

From what it looks like, imbuements are somehow pulled either from a list of presets based on the weapon’s type, or from the weapon’s built-in particle emitters (which is also based on its type).
To begin fixing our shape problem, weapons need to stop basing their particles off weapon type as that is too broad of a classification. This implies the creation of a hidden weapon property so that more presets are available for use, preventing some cases of inaccurate imbuement visuals.

N°2: Increasing the amount of parts/attachments used to generate particles

The last step to fixing our shape problem is to allow more shapes to be created by simply having more parts per weapon. Gone should be the days of bows only using one part to generate particles in the shape of a curve, and gone should be the days of curved swords having straight imbuements.

If we’re feeling daring, we can even use this to solve the solid imbuement crisis without having to make more meshes, though it’d be more expensive to one’s performance.

N°3: More solid imbuement meshes

Likely the best way to solve the one problem that are solid imbuements. It essentially is the above solution, but cheaper! Yes, depending on how solid meshes are used in the current system, it could spell much more work to do, but surely that’s not the case, right guys? Please tell me I’m right…
Self-explanatory, and quite fast as long as you have an idea of what each imbuement should look like. This would beautify the solid chunks of magic that otherwise ruin our beautiful imbuements.


A Hopeful Conclusion

As I’ve demonstrated, it doesn’t seem like the ugly imbuement problem is impossible to fix. And if I’ve guessed right on how it worked, it looks even more plausible than it otherwise would be.

So what do you say? Would you like these changes to be made to the current imbuement system, or do you think that it’s too much work for something like it? Would it be possible for there to be more optimal solutions? Do you think that this way of making a suggestion is strange?
There’s a lot of questions that I’d like to ask to everyone, too many even, but there is no good in asking them without marching forth to a better future. After all, this is simply a suggestion, a bold and audacious one, but one that needed to be made either way.

With all of that said, have a good one, and thank you for reading.


What did you think of this wall of text?
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Continuations


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2 Likes

Good heavens I dare not imagine what that already awfully inconvenient and terribly impractical Triasta looks like imbued with solid magics

It looks like a shovel

… that’s, ironically, more effective at killing people than either of the two by itself

Thats my goat

2 Likes

Too much yap, I’ve complained about this too many times. but.

TLDR: Solid imbuement is ugly on purpose, this was a design choice by Vetex.

best Fix Suggestion: Remove Random mesh inserts, Only have the material of weapons change to the magic type

Previous topic link: Solid Magic Imbuement

I don’t see why we can’t just get a sharp-edged model for each type of solid magic and just give each weapon a size and position for the sharp edge to attach with.
For something like a rapier or spear, you add a pointed model and do the same thing.
And for something like a morning star, you could have a single ball at the end of it.

For something like Fire, having the blade be lit with the element works well enough, but for something like Wind, we could add a top and bottom to each sharp weapon, and add a flowing beam bent alongside that edge. Blunt stuff could stay the same as it is now.

Explosion for example is explosive, so you could have the effect just subtly linger like whatever would be done for ash, then have the explosion effects apply to impacts.

For crystal, just stick crystals on the end and along the edges of the weapon or on impact areas, simple as that

When has Vetex ever said so? The only thing I’m aware of is that he doesn’t want weapon materials to change, which is fine with me as that is neither relevant to beauty or this suggestion.

You can check the thread link I sent, But I’ve confirmed this with a person in contact with Vetex a while back.

Basically a few testers already suggested good changes like the material one which would be easy to do. Vetex didn’t do those changes because it would make weapons look like they are made of magic. Yes that’s a horrible reason but that’s a separate debate

I’ve already checked on the topic you’ve linked and the only thing it talks about is changing weapon materials.

Again, it has no correlation to whether or not solid imbuements look good and it is not once mentioned in my suggestion, making it irrelevant
Though since you’ve now mentioned other such suggestions, could you provide information about them?

Why cant we just make it so that the solid magics get their particle aura as their imbuement visuals??

1 Like

You misunderstand, but that’s probably cuz I explained it horribly. What I mean by materials is to

Have solid imbues ONLY change sword materials with optional particles and remove the weird mesh effects which makes the weapon ugly unnecessarily.

We all Know that the imbues are ugly, I’m not debating that it does look good.

also I said I’ve “Complained” about this a lot, not that I suggested many changes.

The reason why it’s relevant is that Vetex thinks it’s logical and looks good despite Testers telling him it doesn’t. He is inclined to ignore your suggestion just like every other. Not that he was reading any suggestions anyways :sob:

no, enjoy your rock candy stick crystal imbue

Where on earth did bro get this take??? :sob: :broken_heart:

how do you do that
with the [1]

It’s not a take…?

Well then you’re smelly and I’m gonna ulobulate on your house

^[hi] [1]
alternatively: image


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test[1]


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