Nin Online Vision™ Contest


Ueda

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Nin Online Vision™ Contest

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Here's a fun mini-event for the community that I'm calling - Vision™ Contest - as the title suggests, you goal is to come up with a list of things you would change to Nin Online that would make it a better game. This is not a serious contest and you're free to meme and/or take it as seriously as you like!

Rules

Use the following format to respond to this topic, but fill in the details.

Quote

New Name (eg. Nin Offline)

Description (Nin Online but everyone around is an NPC controlled by AI that isn't a douchebag and are always nice to you)

Features (Optional)

  • There's advanced masteries
  • Cloud village added
  • You can use hate speech freely

Changes (Optional)

  • Mist village is removed
  • Flicker is nerfed
  • Stamina removed

You can also be really extra and come up with screenshots or concept art of your own Nin Online™.

Deadline & Judging

The dateline for submissions is 20 August 2024 at Midnight EST

The judging will be 50% based on reactions to your post and 50% based on judging by me, the vision master.

Prize

The winner will receive 20 Ninja Credits

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Nin Academy Graduation System

A rework and new view on the graduation system to graduate from silly Academy Student to a full-fedged Genin.

Features of the Nin Academy Graduation System

  • Leaf Village: Bell Test reference
    • The Bell Test should be the only test to graduate. Make it NPC controlled and only people with teams of atleast 2 persons can start it.
  • Mist Village: Village of the Bloody Mist reference
    • Academy Students who wish to graduate, have to fight their peers to the death in the arena, and only those who survived will advance to the ranks of Genin.
  • Sand Village:
    • To complete their graduation, Academy Students of the Sand have to survive the Scorpion Cave and retrieve an antidote from a box at the end of the cave.
    • This Scorpion Cave could be an seperate instance where only 1 player can join at a time and has a time limit of 5 minutes to clear the cave of aggressive scorpions and retrieve the antidote.
Edited by Maito Dai
Added some references for Ueda
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Just good old Nin Online:

 

Features:

1. More interesting mob mechanics, have mobs display danger tiles for jutsus & more randomized movement to keep pve more engaging than simply running circles until flicker is on cd or getting flickered on for several 100s of damage auto attack.

 

2. Unique election systems for villages.

Think of an automated 1v1 tournament for mist, and in sand a kage would set 3 players as his siblings at the start of a term, at the end of his term the kage would get a popup needing to select 1 of them to be the next kazekage. Stuff like that to make the villages regain their uniqueness vs alting/voteabusing

 

3. More incentive for dangerzones, could be stuff such as having a certain time a day where in a random dz map bosses spawn for an hour with increased droprate. Which map it is would be announced slightly beforehand or as soon as it starts. So people can choose to go there and farm some better droprates with the risk of being attacked by others.

 

4. Mission board (saw a suggestion that I thought was cool) instead of grabbing random dailies, have a board with randomized dailies of which you can pick i.e. 3 dailies, you pick one of them and after handing it in 3 new randomized dailies are on the board. That way people have some choice in terms of their playstyle for leveling

 

5. I already know it's on the way, but the completion of the gathering/crafting, this way there's a reason to get the materials vs people just botting it for ryo for it to get nerfed to the ground and undesirable to make use of

 

Optional:

Make regular NPCs just like jonin bots killable, so the next time some hidden leaf spy npc destroys my traps in sand he gets cloak bombed into oblivion

Edited by Deidara
Slight edit to somewhat match the format more, writing it during travel
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Nin Online

/

Features (Optional)

  • There's advanced masteries
  • Cloud village added and let me explain why, people are always saying the game doesn't need this and that but why not? what if it lures more players back into the game? could be good in a business sense and for people who have always wanted to play there? the reasoning as to not having enough players isn't valid #add CLOUD
  •  

Changes (Optional)

  • Stamina Tweaked to scale better or possibly unlimited stamina when outside of PVP.
  • Kraken boss having small islands on the map and less health making it more farm-able and droprate adjusted with it since farming it will be less of a hassle!
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Nin Online but with changes 

SMALL CHANGES

Summon Name

It may not be that important but it would add more fun to the game if you could name your summon, of course the bad names should be censored just like in game chat

Repair arc 40

Out of all arcs, arc 40 is the worst when it comes to xp. It's very beautiful arc when it comes to story and characters but XP rewards are making it not so fun to play. I would just change the xp rewards for higher as arc itself is very good 

MEDIUM CHANGES

Stamina 

Cool feature also would be higher stamina cap or pills/jutus that would add effect that stamina is higher for some time for example Pills that make stamina X2 for 5-10 minutes 

Clan Abilities 

I think it would add more sense to picking a clan than just few cosmetics (some clans even have just one). It would add also more fun to the spars, and I think it would be cool feature if we could have uniques abilities for different clans

BIG CHANGES

Higher Level Cap

I think lot of people think it will never happen or it's not planned in near future but if we could have level cap raised it would encourage more old players to come back to the game and have fun. I don't think about very high amount but if we could go from 60 to even 70 it would be fun

Cooking + Vegetables/Meat

Something for people who like to relax at game or just maxed out their characters.

Vegetables

think of something like shop where they would sell different vegetables that you could eat for relaxing or for cooking. Also a feature that if someone have a home he could buy a vegetable flowerpot that would give 1 random vegetable once a hour. It would also be cool for it to be sellable to npcs

Meat 

It would be just another drop from mobs. I don't think we need different types, one type of meat from mobs like wolfs, tigers, bears, hawks, boars and foxes would be cool for cooking and it would be nice for it to be also sellable to npcs 

Cooking

Cooking would be very fun feature, like we would have to have a ingredients for each meal and we would have a cooking mini game (maybe like in fishing). Also if different meals have different buffs like +5% chakra for few minutes or other stat buffs. And please make meals sellable to NPC at least for price that would give back money you would have to spend on ingredients. 

For example we could made dish from fishes, potatoes and some other vegetables

Crafting

It would be very cool change especially for old players, but also help for new players to gain some money. Crafting would be a change that would allow people to spend some time in game in different way than AFK. We could use already added woodcutting and add mining different minerals for example iron, stone, we could also use materials already in the game like cotton, dry herbs. 

Players would be able to craft items like shurikens, kunais and senbons in their inventory. It would be also a skill that we can level up like fishing and higher levels would allow us to craft more stuff like basic weapons (wooden katana, broad sword, kunai dagger, butcher sword), and at highest level we could craft basic pills from dryed herbs and cotton, and few furniture's like chair and table that would need to be crafted at crafting tables etc.

It would be very cool change to the game that would help players gain some ryo more efficiently and higher level players to stay in the game longer.

It would also mean that game would have to add more stuff like pickaxe, crafting table for more advanced things, and also minerals and resources around the map, like coal and stone on the way to tanzaku, iron and other minerals in the chilly pass and other arc 40 areas, and land of iron so everyone can get some

 

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Nin Online / Ninja Way

Description: Nin Online, but with these additions.

Features (Not Optional, Ninja Way's superior exceptionalism isn't optional)

  • PVE gets fully reworked - monsters get better AI and monster fighting/farming looks more like an ARPG (PoE, Diablo, Lost Ark, etc).
  • PVE activities become more rewarding; rewarding daily tasks and weekly bosses become a thing.
  • Mounts become more practical to minimize the annoyance of out-of-combat stamina without the exploitable problems of removing stamina when you're not in combat.
  • Equipment and/or other forms of character progression are added to the game and attached to PVE content, there's no good reason to play Nin comparatively to other games once you're over level 50 unless you really really like the PVP. Continued character progression is necessary for this game to thrive.
  • An in-game auction house-style market gets implemented. Lots and lots of repeatable daily tasks and quests as well as life skilling, crafting, etc, that uses every enemy's creature products make a lively marketplace and economy that every MMORPG has.
  • Madara's gunbai becomes a cosmetic for everyone to use, maybe a very rare drop from one of the aforementioned weekly bosses.

These would probably make Nin the best Naruto-inspired MMORPG.

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I am going to take this somewhat seriously because I have high hopes for the game! Obviously I don't know if all of this is possible, they are just ideas. Also I am unsure if I am doing this right, so I apologize ahead of time.

Custom Jutsu

Using a spell system in order to create Jutsu using different attributes and variables. For example, using the 5 elements as "variables" while using other effects such as a projectile that comes in different sizes (a Giant Fire ball, or Multiple Flying Rock Jutsu), or a wall of water or wind that moves forward or is defensive in nature, something summoned from the ground (ex. flame vortex on specific spot that's pointed to by player within range). From there you could add even more effects, attributes or variables (whatever you wanna call it) such as power, speed, flexibility, fire-rate, range, spread, AOE etc. Maybe creating elemental weaknesses/strengths that debuff or minimize offensive damage.

Squad System for Kage or Jonin etc.

It would be interesting if the Kage could form teams/squads based off who is in need of one (ex. Genin puts in app for squad > gets put in with 2 others & Jonin/Chunin etc.). Also thinking about activity from the player, character level, playstyle etc. in order to form said team. These teams can be given missions as a squad, that can be completed when everyone is online. Said teams would have specialty's like tracking, elimination, or scouting or be an all-around squad. Teams could have a leaderboard/renown for each village. I understand this is somewhat already implemented but my idea retains around having the Kage or a high ranking member of the village look over applications that are put in through the game after certain conditions are met.

 

Again, I do not know if I'm doing this right or not. These are just ideas, please do not get offended.

 

 

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Schizophrenia Online

Nin Online, but with addition of mental illnesses. Each time you create a character, RNG chooses you an illness you have to play with.

Main Features

  • RNG ILLNESS SYSTEM. Whenever a player joins the game, the RNG God chooses them an illness. A potential list of them will include anxiety disorders, depression, bipolar, eating disorders, personality or mood disorders, etc. These would greatly affect the ways that game has to be played. Some ideas from forefront of my mind: 
  • DEPRESSED PLAYERS would have their stamina halved and could only do two dailies a day. They'd have to buy SSRIs from a medicine shop to function well, and make sure to take them daily! DEPRESSED PLAYERS, however, would get more XP out of grinding- it's a hassle for them to even do so.
  • ANXIOUS PLAYERS would have different triggers for their anxiety disorder. The triggers can vary and might be about places, certain people or specific circumstances. For example, a player could get an anxiety attack seeing Atrane. Because they're afraid of ginger people, let's say. Having an anxiety attack would halve the stamina, make players mess up their techniques and stuff. Can be countered by taking benzodiazepines.
  • BIPOLAR PLAYERS would randomly get a stat buff or stat debuff, sygnalizing mania or depression. They're like DEPRESSED PLAYERS, but with more flavor. Both buffs and debuffs would be huge, so BIPOLAR PLAYERS could get the equivalent of akatsuki's robe buffs sometimes, but other times their effective level would be quartered. If players are done with this, they can take antypsychotics.
  • BORDERLINE PLAYERS would automatically send nice messages in PMs to someone, just to become vile for no reason the second after. Their friend list would "bug", but really, the illness would automatically delete their friends from it and block them. They have to take their meds as well. Visit Medicine Shop, please.
  • SCHIZOPHRENIA PLAYERS would see and hear people or happenings that don't exist. For example, Assassino landing anything else than their homing. (/j) In all seriousness, if there is any, the SCHIZOPHRENIC PLAYER would see more active players. They couldn't see the true player count, like ever. They'd see multiple NPCs wandering the world, and they'd be all different while remaining somehow realistic. Take your meds carefully, might come out that Schizophrenia Online doesn't exist in the first place! Who knows?
  • FINGERTUTTING PLAYERS would constantly do something with their fingers. Who up tutting their fingers? 

Changes

  • MENTAL STABILITY REMOVED. Stay true to the community, and finally give them advanced masteries. Well, for some- not everyone sees things. But some can! Amazing.
  • ADDICTION SYSTEM. Done with being healthy? Everyone loves pills! Everyone pops them. Regardless whether you take two hundred blood pills or SSRis, they can make you an addict! Without them, you're not doing so well. Can't use chat, your controls are swapped. This could remove frustration out of PVP! People would have to be mindful of their chemistry intake. Oh, yes, and it'd include gambling! We can become like Okaza, so cool.
  • THERAPY. Some people could invest into the third path of the MED. Therapeutic med, which would base on fortitude. You can make therapy sessions, listen to people's problems and make a benefit out of it. Some techniques could remove the negative effects of their struggles, such as mania of a BIPOLAR person or reset dailies for the DEPRESSED person. Whenever you do so, though, it costs you 1/100 of your life and your death results in a permaban. Can't have too much therapists out there!

New Content

  • ADDED FUNCTIONAL TECHNOLOGY. Done waiting for content? Just play Subway Surfers on your new Xiaomi 12T Pro. Now you can do that in game, amazing! Watch anime with people in your house through television, so cool! But beware, TikTok knows your location. And it's specifically not a good thing if you happen to be SCHIZOPHRENIC. Could ring some wrong bells in you. And don't play too much, you could get addicted.
  • ADDED BOOKS. For boomers or those who don't enjoy technology, we'd add libraries. There, you can read ANY book that exists in the real world! Basing whether you can differentiate between what's real and what's not. You should read Mistborn, very cool book.
  • NEW PROFICIENCIES. Breathing, walking, running, sprinting, climbing, jumping, talking- all of them could be levelled. If you're bad at breathing, your stamina depletes quicker. And EVERYONE hears you breathing! Even on the next map. If you're bad at walking, you will trip a lot! Don't get stuck yourself on a tree with that climbing level of yours! If you're bad at talking, you can't communicate! People start off with "goo goo ga gaa" level speech.
  • FINDING TORA AND OTHERS. Now, you can just kill the owner. No problem without their request like that, and your village has to pay you anyway. Just make sure to bury their body. 
  • NEW ARCS 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60. In each one of them, you do different things. There are missions and NPCs for that, but you just cannot understand whatever they want from you. So they just occupy hokage huts and make it difficult to get to the mission desk! Some parkour, nice!
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New Name (eg. Nin Offline)

Name is fine.

Features (Optional)

N/A

Changes (Optional)

Villages Faction Overhaul / Change:

Nin Online only needs 2 Factions. Good and Bad,  - Leaf and Rogues.

Why do this?
1) It will make adding new content that much easier and faster, since less playable villages will be in the game.

2) The playerbase will be more active if only 2 faction choices exist.
  Less splitting of players into groups, leads to better unity and collation. 

- That way players can choose between Leaf or Rogue based on their moral beliefs and playstyle and can change between Factions, without feeling "locked".
It will be easily switchable , without major problems, if in the future they have a change in heart or their friends group is playing a certain faction etc etc. 

Implementation: 
How? "I'm Mist or I'm Sand?  Famous examples of Non leaf affiliated ninja that work with Leaf- Mitsuki, Killer B,  Gaara, Temari

Make all ninja: Leaf ninja, and introduce a backstory system (players can choose Mist or Sand here, but ultimately the player will be Leaf.
Different Backstories, will give variety in abilities or unique passives , usage of specific weapons' (fan, pipe ) etc.

Rogue Ninja is a possibility and will be the only opposition for Leaf.

"Edit": Side Note:
This system of back story can fully replace clans.
Ninja  "Back Story or Origin" Will grant unique passives or Jutus:

For Example; 
Make a Ninja - Choose Sand Backstory - (You are now a Sand villager residing in Leaf). - You are able to use fans.
Make a Ninja - Choose Mist Backstory - You are able to use pipe.
Make a Ninja - Choose Cloud Backstory - (You are now a Cloud villager residing in Leaf) - You can use STR based Lighting.

This makes adding content easy without worrying about  WHOLE village resources  and art , quests, corps.


Have other Villages / Zones be used for missions or campaign, and make them Level zones with NPC's and enemy mobs.

Players will have general dailies given in either Takumi for Rogues and Leaf for others. 
Then have Level zone missions as well! -  
Quest and Level Zone Missions will be given in Level Zones - That way they player and quest giver and missions are all in the same zone).

  • Leaf Zone (1-15)
  • Dark Forest Zone (15-20)
  • Train Arc (20-25)
  • Sand Zone (25-30)
  • Toad Arc (30-35)
  • Asoki Zone + Bears + Ocean Zone (35-40)
  • Bandit Arc (40-44)
  • Mist Zone (44-50)
  • Reworked LOI,(50-60)
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Nin Online Hand Seal & Focus chakra

Nin Online, but to perform Justus you have to perform specific hand seals on your keyboard, and you can now drown!

Features 

  • Justus scroll shop and technique scrolls remains unchanged, when you learn a just you must try it some time until you are able to fully put it to work.
  • To avoid exploit of macroing, there is a limit of time between seals relying on agility stat + how many times you have repeated the sealing of each Justus, just like levels. Justus levels are still present and affect how fast you can possibly seal.
  • To other masteries that has instant cast Justus, you don't need to do more than one hand seal, making it instant cast when you press the key to that hand seal.
  • To focus chakra/embed with chakra, you can hold charge chakra key and make a specific seal to be able to walk on walls, walk over the water, embed your sword/weapon with chakra. And as medic you can even revive a ninja using same idea.
  • You can even jump way higher and sprint for longer or faster using your own chakra!

Changes 

  • Move server location to middle of world
  • Add more achievements like "walked for over 10km"
  • Even more achievements, like: "Introvert, number of ninjas from same village online is big and you are not on same map as the online ninjas"
  • Make all maps 3d (Including sand village) - pls GM's make it 🥺.
  • Water height is a little bellow, so when you focus chakra you stay above a certain height on water. So without focusing chakra your char will be swimming and height on the same as the water height, and you'll see part of the char overlayed above water and bellow part hidden.
  • Added instead of hotkey for Justus, each of them are name of each seal, and you can assign each seal a place on the keyboard.

 

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Nin Online (2025 and beyond)

Nin Online but with a focus on repeatable content and active danger zones.

Features

  • Rebirth System
    • This system would be added to reduce the need for alternate characters and give players the ability to almost endlessly progress the same character. The premise would be an initial character can level to 60 and max out the exp bar. Upon doing this, they gain the option to "rebirth" their character starting all over from level 1. They get to keep all items, ryo, house ownership, and ninja ranks that they have earned throughout their previous journey (Passed down through inheritance.) Players would be restricted to staying in their initial village (or going rogue ofc.), but gain the ability to redesign their character and pick a brand new mastery combination while leveling.
    • Rewards that players could earn from going through a rebirth character is a new level cap. For example, after reaching level 60 and going through a rebirth, their "second life" would be able to reach level 65 (or 70, could be tweaked of course!). Potentially they could gain additional skill tree points or more jutsu slots as well.
    • However, progressing through levels past 60 would be exponentially harder than the original play through. For example, the experience required to go from level 61 to 65 could be compared to the exp required to go from level 40 to level 60.
    • Players could rebirth a 2nd time to gain the ability to reach level 80, then 90, then eventually capping out at 100.

This new system would exponentially increase the replayability of the game while providing players with a tangible reward for wiping their progress in order to attain a new high. There could even be an end game quest line that unlocks the ability to rebirth (rather than just maxing out the exp. The time it takes to reach level 100 would be an extreme  time commitment that would be a respected achievement (similar to FangBlade reaching level 200 on Global Maplestory :P).

Changes

  • Atrane would be unbanned from Nin Online's Discord. ;)

 

 

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Hog's Dress To Impress Online

A complete rebranding of Nin Online, deleting all that we know and making something entirely new. Wow!

Features

Nin is boring. Delete all what we have and make it a dress up game, but everyone is a hog. Then, you can be a stylish hog. We'd have one and only event, a fashion show. Everyone would catwalk on a runaway and we get to vote who's the prettiest hog out there. You could customize your hog through item shop, would increase the Hitspark's earnings! Amazing.

Changes

Double ban Atrane from Nin Online's discord. Cool.

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Here because @Atrane won't stop persecuting me, for God's sake.

I started playing Nin Online when I was a toddler, and now I'm 41 with two kids. What Nin Online really needs right now is not short-term content or side activities like fishing, but content that will prolong its life and revive what the bulk of the player base, or anyone who has ever played this game, loved about it.

The PVP freedom and the appeal to ninja fantasy that attracted this player base.

My suggestion:

When a mission is completed from a village, it rewards economy points, village intelligence points, and manpower points.

Make the Kage able to use economy points to manage Jonin NPCs in the village. Here's an example:

-A Jonin NPC would start as just a Genin NPC with starter jutsus and weak stats. The Kage can spend points to promote the Genin NPC to Chuunin, then to Jonin, giving them stronger jutsus and stats. 
-The Kage can spend points to get more NPCs.
-The Kage can spend economy points to buy a house/hospital/respawn point in a neutral village such as Asoki for all village members to respawn in temporarily.
-There could be a "village shop" where the Kage can spend economy points to buy "official items" for the village. An example of this could be: when Rory released that new Jonin vest for Leaf Jonin, instead of directly adding it to the game available for Leaf Jonin and Chuunin to buy, he would add it to the village shop, and the Kage would have to spend economy points to unlock it in the Chuunin/Jonin shop for them to buy it there. This could apply to a new village summon, weapon, map, jutsus, or whatever it may be.

Anbu leader would have access to intelligence points:
-The Anbu leader would be able to spend points for a limited usage of a "spy hawk," providing information on a map similar to how the global messenger hawk works now. It would become an Anbu feature.
The Anbu leader would have access to end-game consumables in the Anbu shop, such as Tier 7 or 8 pills, that they could use intelligence points to provide for the rest of the Anbu.
-The Anbu leader could spend Intellgence points for a mission that awards a big amount of points in either man power or economy 

12g/7sm/pb Leader would have access to manpower points:
Official Org leaders could use manpower points to manage Raid points (move them around, use points to buy permanent traps to put around them, or a Raid point defender NPC similar to Jonin).
They could also use manpower points to buy from a shop a temporary global buff for a village that increases the potency of the buffs provided by taking other village's raid points.

These ideas could be refined, built upon, or pushed further.

The goal of this system is to fortify village RP and encourage faction PVP, encourage players to do dailies since they provide the points, add new end-game goals to the game, make village politics more interesting and fun for players, add accountability for the village government, and give a deeper meaning to the life of village orgs, Kage, council, and Anbu. Increase player activity by providing something fun to strive for and encourage them to care more about who's in the lead and motivate other village members to play.
Creating much-needed, overdue endgame content.

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New Name: Wipe Nin Online

Nin Online but everyone's save files get corrupted and we have to wipe

Features (Optional)

  • Ryo and Bitcoin equivalence system. Gimme that lambo.

Changes (Optional)

  • Tie Rory to a chair and make him watch as the server is wiped.
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image.thumb.png.3b2bb72d9cceb824c873655278c3e10c.png

Shinobi No Rory 🌀

An indie game created years ago by 1 man then stolen by people who thinks they know better. What is Shinobi No Rory? Its a 2D Naruto based MMO that used to be called by another less transparent and less original name. Its the same game but with  more content even tho its rushed, bugged and looks like it was made by a 11 year old kis who loves One Piece better. 

Features
The game mechanic is the same from the previous game. Without Rory, only low quality art was added in. But do not worry, were still working on advanced! It will be out after my little cousin finishes his drawings on paint. There will be entirely new reskins of what the jutsus can already do! Were really excited about this!



Changes ----- On a more serious note. :
The game hokage elections.
Voting system in the leaf village is flawed because of some players who have 78 accounts each. This needs to change into a more fair system where maybe more people have a say in the making of the kage. Leaf villagers would keep electing 3 council members but they wouldnt be the only ones to vote for the kage. I believe that clan leaders, org leaders and (maybe) previous kage should have a say in the leaf politics. This implies a larger pool of candidate, more debates and more chances for everyone to become kage without having the elections completly rigged. This also adds more importances to clans and orgs.

The PVE aspect in general.
To be honnest, the PVE is just...no fun... Mobs have too much HP, hit too strong, have clunky jutsus, FLICKERS and more BS stuff. Of course we all want new jutsus (pew pew!) , BUT i THINK the game needs to have other sides of the game worked on because the pvp side is already working well. The PVE should be the other half of Nin's  Shinobi no Rory fighting gameplay. Right now it feels like a chore. There are surely ways to make it more engaging...no?
My idea? Bosses being more than just mobs with bigger numbers. Add mechanics to fighting bosses like them casting a jutsu and you see the zone to avoid. Have them run faster with stamina so they feel more alive. reduce their dmg but have them do more attacks.

Teams xp, teaming with other ninjas
Teaming was for me one of the best part of nin. It brings such a strong feeling of partner ship and friendship to the game..yet nobody REALLY makes team to grind. Making a group and farming is not as boring as doing it alone...i would even say its very fun. I would boost the xp gain when grouped to have everyone just have close of 100% (if not 100%) of the xp gains. With this, i dont think nobody would complain about the grind anymore...and the journey would be more fun.
Secondly, teaming with enemies can always be fun AFFFFF when vs a boss. The enemy was so strong that ninja's from different village had to team up to survive. sounds like a cool story no? Lets spice things up!

The loots / rewards :
The looting in this game have some flaws. Doing things is not rewarding enough! Doing all the land of iron arc and not obtaining anything more than a cape is mehhh...you save the toads, have them call you the hero of toads and they dont reward you anything? Bruhhhh. You kill a boss a hundred times but you have 780 more times to kill it before you drop tonfas? Bruhhhhhhhhhhhhhhh.
There are loots in nin that should be easier to gain. or maybe have weaker/uglier version of the items with bigger frop rates. Nin needs more rewards!


 

 

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Spoiler

Player Preface

A big focal point will be the proposed Ninja War gameplay changes that I'll cover below, but before we get to that I want to highlight several key reasons players enjoy Nin Online:

  • Engaging Combat 
    The game's combat is dynamic and skill-based, requiring players to understand a variety of techniques and specific strategies. This depth can be a rewarding experience where skill and tactics usually play a crucial role in fights.
  • Strategic PvP and PvE elements
    Players enjoy a mix of player versus player and player versus environment activities, or if they dont enjoy one they have the other to fall back on. The choice of battling other players or running cooperative missions with companions gives most the best of both worlds. 
  • Character Customization
    Players have the freedom to create and develop their unique ninja characters, choosing from various factions, clans, "classes", abilities, and gear. This customization adds a personal touch and investment in each character's journey. 
  • Faction and Community Dynamics
    A core feature to Nin Online has been its faction gameplay, from being a Leaf Ninja, Sand Ninja, Mist Ninja, or Rogue Ninja-- each with their own identity and culture. These faction can provide players with unique experiences when achieving common goals or defending objectives with your faction. 
  • Creative and Nostalgic Appeal
    Nin Online has always offered players the nostalgic Ninja lore, blending familiar elements with fresh ideas. This creative approach appeals to both long-time fans of the genre and new players looking for an engaging game. 

I believe majority of players would point toward a few of these as reasons they once played Nin Online or still do. 
To be blunt, players are not playing Nin Online for it's extracurriculars. 
Ninja are not sticking around Nin Online to fish, gather resources, or decorate their homes. 
They stick around because of the engaging combat, strategic PvP and PvE elements, character customization, faction and community dynamics, and nostalgic appeal-- the fishing, housing, and other extracurriculars are not retaining players or holding interest over the player base. In a perfect world we'll see these features fleshed out to work towards player engagement. 

This is to say: the Nin Online community has always had a competitive and strategic gameplay interest, and I wanted to highlight that giant point before pushing forward. (This is not saying there is no roleplay interest, but gameplay is what always captures us players first)
As well..
From my player perspective, most that have stuck it out with Nin Online will tell you they generally see players step away at one of three moments: The beginning, the middle, the end. 
-When they step away at the beginning, its because the first 20 levels are rough. Veteran Nin Online players know how to speed run it, but new players do not and find the hardcore aspect a deterrence when simple mistake such as choosing a wrong mastery first means hours of replaying for them again. 
-When they step away at the middle, its usually around the 35-40 level range or 44-50 level range as they attempt to make it to 50 for their second mastery. These ranges drag and leave most players in a spot with only daily missions and grinding mobs for experience. I dont see an issue here currently outside of the lack of enjoyment players get from grinding mobs in Nin Online, this is just a test of progress for any MMORPG.
-When they step away at the end, its because they have reached the 50-60 level range and realize progress stops here for Nin Online. Progression after this point is maxing your character stats and drip. Get to level 60, participate in Chunin Exams, farm for specific weapons as needed, and participate in the ever rotating door that is Nin Online's faction gameplay. 

Player Preface^^

Nin Online 2.0 (Ninja Wars Vision pitch)

I want to pitch a Vision for Nin Online that I think can bring players more progress and gameplay stimulation by leaning into some of the key reasons listed above on why current and former players enjoy Nin Online, without changing the core of what Nin Online is and has always been. 
The primary focus will come down to reworking two of Nin Onlines features, creating two new features, and creating one new NPC(at least):

Ninja Wars and Ninja Scores! 

We'll talk through how the current Nin Online Village Raids system works and my proposed changes to seeing it reworked into what it could become, a long with a new gameplay scoring metric it could bring.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ninja Wars!

The biggest change for my Vision™ pitch comes from Nin Online's current Village Raid gameplay

  • Current Village Raiding works as follows: 

    -As Village Raiding begins Ninja have two hours of warring with opposing faction for their respected Raid Points that represent a 1% RNG drop rate bonus. As the two hours ends the collected Raid Point bonus value is kept and remains for the proceeding two Peace Time hours. 


    -The current Village Raid Nin Online schedule: 
    12AM - 2AM "Village Raid Points have been reset! The War is on..."
    War Time
    2AM - 4AM "Village Raids ended. Next raid will start in two hours." Peace Time
    4AM - 6AM "Village Raid Points have been reset! The War is on..." War Time
    6AM - 8AM "Village Raids ended. Next raid will start in two hours." Peace Time
    8AM - 10AM "Village Raid Points have been reset! The War is on..." War Time
    10AM - 12PM "Village Raids ended. Next raid will start in two hours." Peace Time
    12PM - 2PM "Village Raid Points have been reset! The War is on..." War Time
    2PM - 4PM "Village Raids ended. Next raid will start in two hours." Peace Time
    4PM - 6PM "Village Raid Points have been reset! The War is on..." War Time
    6PM - 8PM "Village Raids ended. Next raid will start in two hours." Peace Time
    8PM - 10PM "Village Raid Points have been reset! The War is on..." War Time
    10PM - 12AM "Village Raids ended. Next raid will start in two hours." Peace Time

    -Current player base have taken to using War Times as appropriate times to form raiding parties where they go out to capture opposing faction Raid Points, with a focus on 4PM - 6PM >>> 2PM - 4PM >> 8PM - 10PM (based off activity seen). Outside of those hours you will usually only get small parties or individual players that partake in "raiding" a Village(taking Raid Points from factions). 
    This schedule gives players 6 opportunities in 24 hours to participate in said War Times, with this realistically being anywhere from 2 to 4 chances. This static schedule is fine and event schedules are often seen in the MMORPG space, with the lingering effects of the Raid Point bonus being helpful for new Ninja or Ninja attempting to grind specific items. 

     
  • Turning Village Raids into War Time:

    -We see a focus on differentiating the game into two specific times-- War Time and Peace Time, making War Time a engaging map capturing gameplay mode with the current map capture points.
    Both of these times currently exist in game, but with this Vision™ pitch we plan on highlighting the potential of a focused separation on these times. 
    We will see War Time turn Nin Online into a dynamic map capturing gameplay mode, where players can compete with their faction for control of various maps-- using the very same map capturing features that already exist in Nin Online!

    mapcapture1.png.0be48ea4c34f821aceff6fae672ec602.png
    I believe the current map capturing is not used to its potential as a bonus to the captured maps drop rates, I'm proposing these be reworked to be engaging map capture points for the redesigned Ninja War times, the second Nin Online feature to be reworked for this Vision™ pitch.

    Raid Points for factions will inherently stay, they serve purpose for faction gameplay and needing to keep an eye on your factions capitol while sending Ninja or squads of out to capture maps. I have thoughts on making this engagement more enjoyable, as it stands its a very dry mechanic as most players grow bored of fighting for Raid Point bonus when they have no intention of getting use from it, but hopefully the map capturing faction gameplay will stimulate the PvP they desire while a small or large group of players try to take opposing factions bonus. (Quick thought would be having Raid Points value altered and having them restored at the one hour mark of the current two hour Village Raiding time[if taken of course], as well as sprinkle two or four throughout the Danger Zones to entice more Danger Zone activity[a lot of times faction raids can end in 30 minutes, this could give another shot at a big raiding party going back out for more fights]).


    Note: I think timed intervals need set based on when a map was captured, creating more capture time needed for maps that were previously captured for extended periods of time.
    A baseline capture speed should be set, current capture times work fine as an example, but opposing factions trying to quick capture at the end of War Time should struggle capturing maps that were captured for the entire duration.

     
  • Peace Time!

    When Peace Time rolls around the map capturing faction gameplay is halted and Raid Points disappear, locking your faction into the earned territory control.
    -Territory Control will come from the captured map gameplay, the maps controlled that have capture points will spawn one or two Chunin Ninja of the controlling faction(Rogues just having standard Rogue Ninja). 
    -This will see the creation of the Village Chunin Ninja for factions, weaker versions of the current Village Jounin NPCs(Ninja above level 30 should be able to fight these mobs).

 

mapcapture2.thumb.png.d338524519ddfe98c391ef9fc0690b49.png

Territory Control inherently already exists within Nin Online with the current map capturing system, just with no gameplay engagement or incentive to stimulate it. Territory Control gameplay exists across many competitive and non competitive games, from MMORPGs to Survivals, even Shooters.
Nin Online already has its current faction gameplay, and this would look at evolving Nin Online's Village Raiding into some faction based map capturing Ninja War gameplay.

 

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Ninja Scores!


 

  • Activity Based Gameplay

    Ninja Scores as a basic concept can be looked at as an activity score of sorts, and in a game where player community and engagement set up their factions hierarchy its important to show the impact of activity over those that can just make and hold many accounts. 
    Every Ninja will have a Ninja Score that updates daily, or after each War Time(might be ambitious but a quick pop up showing any changes to your score would be a nice touch). 

    The scoring itself can work a number of ways, what I picture works as follows: 
    Ninja are ranked from Rank 1 to Rank 5(Rank 1* to Rank 5*, or Rank D[C, B, A] to Rank S)-- This gives 5 levels of progression for Ninja Scores.

    Ninja Score rank progression will be shown through Ninja gameplay tasks, these tasks could be fairly subjective but what I'd like to see:
    -Mission turn in(Daily or Roleplay).
    -Hosting Roleplay Missions.
    -Fishing Mission turn in.
    -Gathering Mission turn in.
    -Participating in tournaments(grade it off coupon rewards?).
    -Capturing 5+ map capture zones during a War Time(exact value yet to be determined).
    (The big focal point is Mission turn in and map capturing activity)

    Ninja Score will decrease a rank weekly if no activity is seen from the player.


Objective: 
I propose this feature to work with the games current political system, current players are given 1 vote per character once the faction voting periods begin, and a giant flaw exists with players creating voting specific alt characters to obtain power in these elections. 
There is no way around this, voting manipulation happens in too many ways to even discuss and best deterrent has and will always be attempts at mitigating said manipulation. The only current mitigation attempt is level locking voting.
Raise the vote counts to work based on player Ninja Score and let Ninja graded off their activity impact their community hierarchy properly. 
Ninja Rank 1 receive a single point toward their votes, Ninja Rank 2 receive two points toward their votes, Ninja Rank 3 etc, Ninja Rank 4 etc, etc. 
This is a game, let the players playing have weighted impact on their community faction and not the players that log onto Nin Online once a term to vote with their alt horde(they can still play this way, they will just have less say in their factions Leads). 

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ninja Wars Vision™ pitch Challenges: 

 

  • Map balancing
    There is giant gameplay issue with Nin Online's current overworld map having gridlocked map switches. This may not seem like a giant gameplay issue in the grand scheme of things, but its caused enough strain on the player community that it's one of the more discussed issues and common cause of Village Raiding grief(a good number of players that do make it to playing Village Raid content have stepped away from Nin Online over this issue alone). 
    Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map. 

    Nin_Online_Map2.thumb.png.8abee3f97d8c62a988161400ac5fc892.png
    Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map.
    This can be mitigated. 


    Basic Overworld Concept:                                  Issues w/ Basic Overworld Concept:
    BasicNinOnlineMap2.0.png.f82848d94667d194fa9059579251bc18.png BasicNinOnlineMap2_02.png.723383e88aeb1c8c16be6d45f358312f.png
    Fixed Basic Overworld Concept:
    BasicNinOnlineMap2_03.png.a781cd114371a53d37d33906dec6569c.png
    A single route to each current Village is the cause for the current gridlock map gameplay. Providing a single extra route from each Village to each WZ, and each WZ to the general Danger Zone we can mitigate this gridlock map issue to the point of not being an issue.
    This means providing a second entrances to each Village, and routes around current War Zones. 

    Nin_Online_Map3v2.thumb.png.1936d4a9e86b129695d34689635f0320.png
    Small concept again pointing toward the gridlock maps and possible route concepts to work around this issue. I know Sand has had new maps that are not updated in this concept(old concept from awhile back).
    Second entrances and routes working around War Zones already exist in the forms of the Leaf Village sewer entrance and the Mist sea paths. Mist second entrance and Sand's second entrance do not provide the same gameplay options with them being restricted to Village only, but they are steps in the right direction. 

     
  • Jonin and Chunin NPC Creation and Balance 
    -Creating the Chunin NPC mobs will come with some liberties as this pitch will place many of these in areas of our Ninja world where aggro-able mobs may not have existed previously. 
    -Aggro-able to non-faction players
    -Separation of power between Jonin and Chunin mobs:
    I believe Jonin NPC mobs located in Villages should continue to need multiple high level Ninja to take them down, while the Chunin NPC mobs located in the captured maps should be beatable by most middle of the road players solo players.
    -When the Chunin mobs spawn, the specific map should determine if one or two spawn. One for Katabami Bridge, two for Land of Rivers Bounty House as an example.
    -While a challenge to balance, there would be an abundance of potential for new missions based off killing these new faction NPCs(Weekly Mission introduction with killing 50+?)

     
  • Ninja Score Tasks
    Another progression system for Nin Online, luckily the how's of grading activity based gameplay should be simple enough, but I'm not ignorant to the fact that theres a science needed for creating new systems.
    -Balancing the value of activity off players doing Ninja tasks that increases rank, while decreasing a whole rank off weekly inactivity will take time. 


Ninja Wars Vision™ pitch Benefits:

  • Territory control already inherently exists.
     
  • Map capturing already inherently exists.
     
  • Faction Building and Community Engagement:
    This mode will encourage participating in a game mode that can create the building blocks of a new generation of Ninja teamwork and collaboration, helping Nin Online create even more faction identity and build on its already existing unique systems. 

     
  • Provides designated PvP Engagement:
    Players looking for PvP will know when they should log on with the static schedule, and where to find it with the map capturing system.
    Players that have kill missions will know they can hold their missions until the next War Time where they know they will be able to find player activity in the Danger Zones.


    Note: I've never seen it actually acknowledged from the devs that they understand this, but it really needs driven home-- Nin Online players have set up alt characters built for kill missions. Current kill missions are more often than not completed by selling alt kills for Ryo. If you want to look at it as community engineering, it is, but the intended gameplay for this progression has been thrown out the window for a long time now. 
    (yes War Time exists currently, but there is no incentive for participating, or even gameplay focus on)
     
  • Provides designated Peace Time
    With the activity of fighting over map capturing in War Time, Peace Time will be a time to designate for players to complete Roleplay or Daily missions that dont involve Kill missions.
    The choice to harass will always be available in Nin Online(hopefully?), and providing this separation of War Time and Peace Time could go a long way in providing an outlet for unwanted(in most cases unneeded) harass. Simply making the playing field more clear. 
    (with a Ninja Score system evaluating Ninja that host Roleplay missions maybe we will see an up tick in the Roleplay community)

     
  • Potential of Activity Based Grading
    I know in past this was attempted with mission variants providing specific Village resources for War Events, which was truly only grading the value Village scale for those War Events-- Grading individually could provide many gameplay avenues Nin Online could explore that I think would benefit its current faction based gameplay. Competing for Clan Elders, scaled player value for elections votes, and organization requirements are just a few that come to mind. 

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Thats my Ninja Wars Vision pitch for Nin Online, I truly think providing a separation between War Time and Peace Time will let each corner of Nin Online flourish where it needs to, letting the PvP players compete on a global scale while encouraging players to play with their factions, and leaving the casual PvE players an approach to the game with mitigated harass. 

New Stamina system? Can work with this. 
New Mount system? Perfect use for them to get around map to map.
New housing features? Peace Time perfect time to show it off.
Thinking about adding the Bijuu Beasts from that one hit Ninja anime? Village map capturing gameplay is perfect spot to dabble in Villages unleashing said beasts.
More Roleplay centric update? Peace Time will benefit greatly from that. 

 

 

 


Parting list of ambitious Nin Online dreams:
--Clans

Clans should have been a focus a long time ago. Maybe they have been and players dont know it, but Clans are a staple to that one hit Ninja anime and have a understandable interest around their creation. New players have Clan intrigue from the get go, they are often more curious about how Clans work in Nin Online than Masteries. Clans in Nin Online are long overdue, and I believe should be the first content looked at in regards to bringing new Jutsu to the game.


--Missions
Mission rework is needed, at a minimum having someone look into how current mission gameplay and mission rewards balance out with time to complete and activity. Nin Online gets its flowers for showing players just how far this game has come in its 10+ years with its gameplay and ever evolving engine, but the same missions being completed 10 years ago at 20 fps are the same ones being completed today on PC's running this game in a way that wasnt even thought feasible when created. Getting across the overworld map from one corner to the other may have taken 10 minutes 10 years ago, but today it can take a Ninja only a couple of minutes. 
Inherently this is a good issue to have, this is a testament to the games progress and development. 
Taking Nin Online back to its roots, seeing an implementation on choosing between what Mission Rank you want to aim for could be a nice touch. Lock lower level Ninja out from doing B and C Rank missions, but they can choose a D Rank mission that pulls from a pool of selected missions. Etc etc. 


--Level Locked Bosses Change (Spider Boss, Snake Boss)
These bosses are wasted and locked content that could be shared with all to experience. There is nothing in game that directs a player to these level locked bosses, without looking for Nin Online assistance players do not even know these exists. These bosses see the biggest action from veteran Nin Online players that already know they exist and come back on fresh new characters to experience them. More often than not, new players do not know they exist and grow to a level where they are locked out of this content.
These instanced bosses are good content, Nin Online would do well with more content approached this way-- but if they are going to be locked content, make them mobs that you beat with a mission that points you towards them. Maybe even provide story reasoning for approaching the bosses if Nin Online is looking for more quest and mission content. 

--Bounty Rework (Tarkov edition)
>Create an execution mechanic and have it work parallel with how current Medical Ninja's reviving Jutsu works.
>Executing Ninja will provide you with their Headband. 
>Collect opposing Ninja Headbands, Headbands hold the value for lost Bounty.
>Turn Headbands in to your nearest Bounty Station to collect the associated Ryo value.

Take the same concept Tarkov uses for its PvP engagement and apply it to Nin Online. Headbands are a pillar concept to that one hit Ninja anime and this could bring an engaging focus back to them with collecting them off the corpses of fallen Ninja.

--Summon Player Mounts
Mounts have not been fully implemented yet, but currently players are obtaining these at items for our inventory-- I think a nice touch would be changing these from items a player is using to a Jutsu, a summon. Players summoning their Mounts makes practical sense when understanding the source material, and could be set up in a way where players obtain them like current Organization Jutsu's where player Jutsu limits wouldn't be in danger. (Like Jailing Jutsu, Puppet Jutsu, 12G Jutsu)


--Stamina Stat
You opened the can of worms with creating Stamina as an overlaying system that effects combat and traversal, and with it staying I truly think the pros of fleshing Stamina out into its own stat would provide a bigger potential for the future of Nin Online than keeping it as its own overlaying system. 
It really feels like Stamina was put in place only to make sure mounts could exist properly in Nin Online-- but with the potential of scaling buildings with the new updates, scaling walls, traveling across waterfalls and speeding through villages jumping house to house with the way Nin Online is progressing I think allowing players to build their characters with Stamina in mind as a resource is the proper way to move forward. 
-Creating Jutsu or functions that work based off the Stamina stat(Taijutsu as the easy example).
-Health, Chakra, Stamina become primary player resources.
-Add proper Stamina bar allowing Stamina to be tracked and managed.


--Economy Recharge
The Nin Online economy is a mess, and I would point to there being no passive Ryo income in Nin Online as a giant reason for this. To obtain Ryo in Nin Online you have to go out of your way to farm this, to the point most players have farming alt characters for speedy Ryo gain. Give Ninja that have reached max levels a reason to do missions, provide reasonable rewards rather than nothing(you are rewarded 20 Ryo for a two player kill mission, this should not be thee case as thats the price of purchasing 10 Ninja throwing tools). Why do a mission at level 60 when you get no experience, with Ryo rewards that are a slap in the face? If we can find a balance for Mission Rewards and properly rewarding other gameplay activities we could see Nin Online's economy lifted off the real money standard its currently on.
And if moving away from the real money standard is scary from a development point of view, just know more real Ryo obtain and flowing through Nin Online will only raise prices. The real money will continue to flow as the players paying that money will continue to pay that money.


--Sound Village, Enemy for All
>Add a new enemy NPC Village, the Sound Village.
>Could be a new "arc" mission release, but the basic principle is designing a NPC Ninja Village for Raid Content that players can take on solo or in groups. 
>New Bosses, new drops, new Nin Online story?
>New Events with the Sound Village having a rotating Raid schedule with mobs attacking Village factions and defense needed. Could be a nice feature alongside the Ninja War pitch!
>If really digging the Ninja War pitch, you could have Sound Ninja show up when map capturing during War Time.

 

mapcapture3.JPG

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$$$ Property Rework $$$

Allow beds to be assigned to co owners so they can spawn so we can create proper sect halls.  Rework housing to not look so pasted in.

Features (Optional)

  • New Houses and housing features
  • Co owners can use house
    • beach front properties and sect multi story buildings
    • when logged out inside of house allow for the player to be sleeping in bed

 

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On 8/1/2024 at 4:21 AM, Sirch said:
  Reveal hidden contents

Player Preface^^

Nin Online 2.0 (Ninja Wars Vision pitch)

I want to pitch a Vision for Nin Online that I think can bring players more progress and gameplay stimulation by leaning into some of the key reasons listed above on why current and former players enjoy Nin Online, without changing the core of what Nin Online is and has always been. 
The primary focus will come down to reworking two of Nin Onlines features, creating two new features, and creating one new NPC(at least):

Ninja Wars and Ninja Scores! 

We'll talk through how the current Nin Online Village Raids system works and my proposed changes to seeing it reworked into what it could become, a long with a new gameplay scoring metric it could bring.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Ninja Wars!

The biggest change for my Vision™ pitch comes from Nin Online's current Village Raid gameplay

  • Current Village Raiding works as follows: 

    -As Village Raiding begins Ninja have two hours of warring with opposing faction for their respected Raid Points that represent a 1% RNG drop rate bonus. As the two hours ends the collected Raid Point bonus value is kept and remains for the proceeding two Peace Time hours. 


    -The current Village Raid Nin Online schedule: 
    12AM - 2AM "Village Raid Points have been reset! The War is on..."
    War Time
    2AM - 4AM "Village Raids ended. Next raid will start in two hours." Peace Time
    4AM - 6AM "Village Raid Points have been reset! The War is on..." War Time
    6AM - 8AM "Village Raids ended. Next raid will start in two hours." Peace Time
    8AM - 10AM "Village Raid Points have been reset! The War is on..." War Time
    10AM - 12PM "Village Raids ended. Next raid will start in two hours." Peace Time
    12PM - 2PM "Village Raid Points have been reset! The War is on..." War Time
    2PM - 4PM "Village Raids ended. Next raid will start in two hours." Peace Time
    4PM - 6PM "Village Raid Points have been reset! The War is on..." War Time
    6PM - 8PM "Village Raids ended. Next raid will start in two hours." Peace Time
    8PM - 10PM "Village Raid Points have been reset! The War is on..." War Time
    10PM - 12AM "Village Raids ended. Next raid will start in two hours." Peace Time

    -Current player base have taken to using War Times as appropriate times to form raiding parties where they go out to capture opposing faction Raid Points, with a focus on 4PM - 6PM >>> 2PM - 4PM >> 8PM - 10PM (based off activity seen). Outside of those hours you will usually only get small parties or individual players that partake in "raiding" a Village(taking Raid Points from factions). 
    This schedule gives players 6 opportunities in 24 hours to participate in said War Times, with this realistically being anywhere from 2 to 4 chances. This static schedule is fine and event schedules are often seen in the MMORPG space, with the lingering effects of the Raid Point bonus being helpful for new Ninja or Ninja attempting to grind specific items. 

     
  • Turning Village Raids into War Time:

    -We see a focus on differentiating the game into two specific times-- War Time and Peace Time, making War Time a engaging map capturing gameplay mode with the current map capture points.
    Both of these times currently exist in game, but with this Vision™ pitch we plan on highlighting the potential of a focused separation on these times. 
    We will see War Time turn Nin Online into a dynamic map capturing gameplay mode, where players can compete with their faction for control of various maps-- using the very same map capturing features that already exist in Nin Online!

    mapcapture1.png.0be48ea4c34f821aceff6fae672ec602.png
    I believe the current map capturing is not used to its potential as a bonus to the captured maps drop rates, I'm proposing these be reworked to be engaging map capture points for the redesigned Ninja War times, the second Nin Online feature to be reworked for this Vision™ pitch.

    Raid Points for factions will inherently stay, they serve purpose for faction gameplay and needing to keep an eye on your factions capitol while sending Ninja or squads of out to capture maps. I have thoughts on making this engagement more enjoyable, as it stands its a very dry mechanic as most players grow bored of fighting for Raid Point bonus when they have no intention of getting use from it, but hopefully the map capturing faction gameplay will stimulate the PvP they desire while a small or large group of players try to take opposing factions bonus. (Quick thought would be having Raid Points value altered and having them restored at the one hour mark of the current two hour Village Raiding time[if taken of course], as well as sprinkle two or four throughout the Danger Zones to entice more Danger Zone activity[a lot of times faction raids can end in 30 minutes, this could give another shot at a big raiding party going back out for more fights]).


    Note: I think timed intervals need set based on when a map was captured, creating more capture time needed for maps that were previously captured for extended periods of time.
    A baseline capture speed should be set, current capture times work fine as an example, but opposing factions trying to quick capture at the end of War Time should struggle capturing maps that were captured for the entire duration.

     
  • Peace Time!

    When Peace Time rolls around the map capturing faction gameplay is halted and Raid Points disappear, locking your faction into the earned territory control.
    -Territory Control will come from the captured map gameplay, the maps controlled that have capture points will spawn one or two Chunin Ninja of the controlling faction(Rogues just having standard Rogue Ninja). 
    -This will see the creation of the Village Chunin Ninja for factions, weaker versions of the current Village Jounin NPCs(Ninja above level 30 should be able to fight these mobs).

 

mapcapture2.thumb.png.d338524519ddfe98c391ef9fc0690b49.png

Territory Control inherently already exists within Nin Online with the current map capturing system, just with no gameplay engagement or incentive to stimulate it. Territory Control gameplay exists across many competitive and non competitive games, from MMORPGs to Survivals, even Shooters.
Nin Online already has its current faction gameplay, and this would look at evolving Nin Online's Village Raiding into some faction based map capturing Ninja War gameplay.

 

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

Ninja Scores!


 

  • Activity Based Gameplay

    Ninja Scores as a basic concept can be looked at as an activity score of sorts, and in a game where player community and engagement set up their factions hierarchy its important to show the impact of activity over those that can just make and hold many accounts. 
    Every Ninja will have a Ninja Score that updates daily, or after each War Time(might be ambitious but a quick pop up showing any changes to your score would be a nice touch). 

    The scoring itself can work a number of ways, what I picture works as follows: 
    Ninja are ranked from Rank 1 to Rank 5(Rank 1* to Rank 5*, or Rank D[C, B, A] to Rank S)-- This gives 5 levels of progression for Ninja Scores.

    Ninja Score rank progression will be shown through Ninja gameplay tasks, these tasks could be fairly subjective but what I'd like to see:
    -Mission turn in(Daily or Roleplay).
    -Hosting Roleplay Missions.
    -Fishing Mission turn in.
    -Gathering Mission turn in.
    -Participating in tournaments(grade it off coupon rewards?).
    -Capturing 5+ map capture zones during a War Time(exact value yet to be determined).
    (The big focal point is Mission turn in and map capturing activity)

    Ninja Score will decrease a rank weekly if no activity is seen from the player.


Objective: 
I propose this feature to work with the games current political system, current players are given 1 vote per character once the faction voting periods begin, and a giant flaw exists with players creating voting specific alt characters to obtain power in these elections. 
There is no way around this, voting manipulation happens in too many ways to even discuss and best deterrent has and will always be attempts at mitigating said manipulation. The only current mitigation attempt is level locking voting.
Raise the vote counts to work based on player Ninja Score and let Ninja graded off their activity impact their community hierarchy properly. 
Ninja Rank 1 receive a single point toward their votes, Ninja Rank 2 receive two points toward their votes, Ninja Rank 3 etc, Ninja Rank 4 etc, etc. 
This is a game, let the players playing have weighted impact on their community faction and not the players that log onto Nin Online once a term to vote with their alt horde(they can still play this way, they will just have less say in their factions Leads). 

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Ninja Wars Vision™ pitch Challenges: 

 

  • Map balancing
    There is giant gameplay issue with Nin Online's current overworld map having gridlocked map switches. This may not seem like a giant gameplay issue in the grand scheme of things, but its caused enough strain on the player community that it's one of the more discussed issues and common cause of Village Raiding grief(a good number of players that do make it to playing Village Raid content have stepped away from Nin Online over this issue alone). 
    Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map. 

    Nin_Online_Map2.thumb.png.8abee3f97d8c62a988161400ac5fc892.png
    Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map.
    This can be mitigated. 


    Basic Overworld Concept:                                  Issues w/ Basic Overworld Concept:
    BasicNinOnlineMap2.0.png.f82848d94667d194fa9059579251bc18.png BasicNinOnlineMap2_02.png.723383e88aeb1c8c16be6d45f358312f.png
    Fixed Basic Overworld Concept:
    BasicNinOnlineMap2_03.png.a781cd114371a53d37d33906dec6569c.png
    A single route to each current Village is the cause for the current gridlock map gameplay. Providing a single extra route from each Village to each WZ, and each WZ to the general Danger Zone we can mitigate this gridlock map issue to the point of not being an issue.
    This means providing a second entrances to each Village, and routes around current War Zones. 

    Nin_Online_Map3v2.thumb.png.1936d4a9e86b129695d34689635f0320.png
    Small concept again pointing toward the gridlock maps and possible route concepts to work around this issue. I know Sand has had new maps that are not updated in this concept(old concept from awhile back).
    Second entrances and routes working around War Zones already exist in the forms of the Leaf Village sewer entrance and the Mist sea paths. Mist second entrance and Sand's second entrance do not provide the same gameplay options with them being restricted to Village only, but they are steps in the right direction. 

     
  • Jonin and Chunin NPC Creation and Balance 
    -Creating the Chunin NPC mobs will come with some liberties as this pitch will place many of these in areas of our Ninja world where aggro-able mobs may not have existed previously. 
    -Aggro-able to non-faction players
    -Separation of power between Jonin and Chunin mobs:
    I believe Jonin NPC mobs located in Villages should continue to need multiple high level Ninja to take them down, while the Chunin NPC mobs located in the captured maps should be beatable by most middle of the road players solo players.
    -When the Chunin mobs spawn, the specific map should determine if one or two spawn. One for Katabami Bridge, two for Land of Rivers Bounty House as an example.
    -While a challenge to balance, there would be an abundance of potential for new missions based off killing these new faction NPCs(Weekly Mission introduction with killing 50+?)

     
  • Ninja Score Tasks
    Another progression system for Nin Online, luckily the how's of grading activity based gameplay should be simple enough, but I'm not ignorant to the fact that theres a science needed for creating new systems.
    -Balancing the value of activity off players doing Ninja tasks that increases rank, while decreasing a whole rank off weekly inactivity will take time. 


Ninja Wars Vision™ pitch Benefits:

  • Territory control already inherently exists.
     
  • Map capturing already inherently exists.
     
  • Faction Building and Community Engagement:
    This mode will encourage participating in a game mode that can create the building blocks of a new generation of Ninja teamwork and collaboration, helping Nin Online create even more faction identity and build on its already existing unique systems. 

     
  • Provides designated PvP Engagement:
    Players looking for PvP will know when they should log on with the static schedule, and where to find it with the map capturing system.
    Players that have kill missions will know they can hold their missions until the next War Time where they know they will be able to find player activity in the Danger Zones.


    Note: I've never seen it actually acknowledged from the devs that they understand this, but it really needs driven home-- Nin Online players have set up alt characters built for kill missions. Current kill missions are more often than not completed by selling alt kills for Ryo. If you want to look at it as community engineering, it is, but the intended gameplay for this progression has been thrown out the window for a long time now. 
    (yes War Time exists currently, but there is no incentive for participating, or even gameplay focus on)
     
  • Provides designated Peace Time
    With the activity of fighting over map capturing in War Time, Peace Time will be a time to designate for players to complete Roleplay or Daily missions that dont involve Kill missions.
    The choice to harass will always be available in Nin Online(hopefully?), and providing this separation of War Time and Peace Time could go a long way in providing an outlet for unwanted(in most cases unneeded) harass. Simply making the playing field more clear. 
    (with a Ninja Score system evaluating Ninja that host Roleplay missions maybe we will see an up tick in the Roleplay community)

     
  • Potential of Activity Based Grading
    I know in past this was attempted with mission variants providing specific Village resources for War Events, which was truly only grading the value Village scale for those War Events-- Grading individually could provide many gameplay avenues Nin Online could explore that I think would benefit its current faction based gameplay. Competing for Clan Elders, scaled player value for elections votes, and organization requirements are just a few that come to mind. 

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Thats my Ninja Wars Vision pitch for Nin Online, I truly think providing a separation between War Time and Peace Time will let each corner of Nin Online flourish where it needs to, letting the PvP players compete on a global scale while encouraging players to play with their factions, and leaving the casual PvE players an approach to the game with mitigated harass. 

New Stamina system? Can work with this. 
New Mount system? Perfect use for them to get around map to map.
New housing features? Peace Time perfect time to show it off.
Thinking about adding the Bijuu Beasts from that one hit Ninja anime? Village map capturing gameplay is perfect spot to dabble in Villages unleashing said beasts.
More Roleplay centric update? Peace Time will benefit greatly from that. 

 

 

 


Parting list of ambitious Nin Online dreams:
--Clans

Clans should have been a focus a long time ago. Maybe they have been and players dont know it, but Clans are a staple to that one hit Ninja anime and have a understandable interest around their creation. New players have Clan intrigue from the get go, they are often more curious about how Clans work in Nin Online than Masteries. Clans in Nin Online are long overdue, and I believe should be the first content looked at in regards to bringing new Jutsu to the game.


--Missions
Mission rework is needed, at a minimum having someone look into how current mission gameplay and mission rewards balance out with time to complete and activity. Nin Online gets its flowers for showing players just how far this game has come in its 10+ years with its gameplay and ever evolving engine, but the same missions being completed 10 years ago at 20 fps are the same ones being completed today on PC's running this game in a way that wasnt even thought feasible when created. Getting across the overworld map from one corner to the other may have taken 10 minutes 10 years ago, but today it can take a Ninja only a couple of minutes. 
Inherently this is a good issue to have, this is a testament to the games progress and development. 
Taking Nin Online back to its roots, seeing an implementation on choosing between what Mission Rank you want to aim for could be a nice touch. Lock lower level Ninja out from doing B and C Rank missions, but they can choose a D Rank mission that pulls from a pool of selected missions. Etc etc. 


--Level Locked Bosses Change (Spider Boss, Snake Boss)
These bosses are wasted and locked content that could be shared with all to experience. There is nothing in game that directs a player to these level locked bosses, without looking for Nin Online assistance players do not even know these exists. These bosses see the biggest action from veteran Nin Online players that already know they exist and come back on fresh new characters to experience them. More often than not, new players do not know they exist and grow to a level where they are locked out of this content.
These instanced bosses are good content, Nin Online would do well with more content approached this way-- but if they are going to be locked content, make them mobs that you beat with a mission that points you towards them. Maybe even provide story reasoning for approaching the bosses if Nin Online is looking for more quest and mission content. 

--Bounty Rework (Tarkov edition)
>Create an execution mechanic and have it work parallel with how current Medical Ninja's reviving Jutsu works.
>Executing Ninja will provide you with their Headband. 
>Collect opposing Ninja Headbands, Headbands hold the value for lost Bounty.
>Turn Headbands in to your nearest Bounty Station to collect the associated Ryo value.

Take the same concept Tarkov uses for its PvP engagement and apply it to Nin Online. Headbands are a pillar concept to that one hit Ninja anime and this could bring an engaging focus back to them with collecting them off the corpses of fallen Ninja.

--Summon Player Mounts
Mounts have not been fully implemented yet, but currently players are obtaining these at items for our inventory-- I think a nice touch would be changing these from items a player is using to a Jutsu, a summon. Players summoning their Mounts makes practical sense when understanding the source material, and could be set up in a way where players obtain them like current Organization Jutsu's where player Jutsu limits wouldn't be in danger. (Like Jailing Jutsu, Puppet Jutsu, 12G Jutsu)


--Stamina Stat
You opened the can of worms with creating Stamina as an overlaying system that effects combat and traversal, and with it staying I truly think the pros of fleshing Stamina out into its own stat would provide a bigger potential for the future of Nin Online than keeping it as its own overlaying system. 
It really feels like Stamina was put in place only to make sure mounts could exist properly in Nin Online-- but with the potential of scaling buildings with the new updates, scaling walls, traveling across waterfalls and speeding through villages jumping house to house with the way Nin Online is progressing I think allowing players to build their characters with Stamina in mind as a resource is the proper way to move forward. 
-Creating Jutsu or functions that work based off the Stamina stat(Taijutsu as the easy example).
-Health, Chakra, Stamina become primary player resources.
-Add proper Stamina bar allowing Stamina to be tracked and managed.


--Economy Recharge
The Nin Online economy is a mess, and I would point to there being no passive Ryo income in Nin Online as a giant reason for this. To obtain Ryo in Nin Online you have to go out of your way to farm this, to the point most players have farming alt characters for speedy Ryo gain. Give Ninja that have reached max levels a reason to do missions, provide reasonable rewards rather than nothing(you are rewarded 20 Ryo for a two player kill mission, this should not be thee case as thats the price of purchasing 10 Ninja throwing tools). Why do a mission at level 60 when you get no experience, with Ryo rewards that are a slap in the face? If we can find a balance for Mission Rewards and properly rewarding other gameplay activities we could see Nin Online's economy lifted off the real money standard its currently on.
And if moving away from the real money standard is scary from a development point of view, just know more real Ryo obtain and flowing through Nin Online will only raise prices. The real money will continue to flow as the players paying that money will continue to pay that money.


--Sound Village, Enemy for All
>Add a new enemy NPC Village, the Sound Village.
>Could be a new "arc" mission release, but the basic principle is designing a NPC Ninja Village for Raid Content that players can take on solo or in groups. 
>New Bosses, new drops, new Nin Online story?
>New Events with the Sound Village having a rotating Raid schedule with mobs attacking Village factions and defense needed. Could be a nice feature alongside the Ninja War pitch!
>If really digging the Ninja War pitch, you could have Sound Ninja show up when map capturing during War Time.

 

mapcapture3.JPG

This is damn near close to what the new War Event is gonna be, The map point system was never finished or was overlooked (its a long story but still in the works)

Anyways this was a fun read!!

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Shinobi Showdown

It's like Nin Online but legally distinct and likely full of NFT cash grabs.

Features (Optional)

  • Jutsu Library - You can learn every Jutsu within your discipline - including Summons, but you have a limited number of active jutsu. In order to reset Jutsu you must do so in your Ninja Academy.
  • A variety of craftable weapons and consumables enabling a large assortment of playstyles.
  • You can use hate speech freely and Hitspark is required to signal boost it on their official X account.

Changes (Optional)

  • Map Raid Zones always provide the overall increase to global % buffs. Owning more of the game world means increased global buffs.
     
  • Raid points switched to granting increased Drop Rate specifically from Boss monsters and decreased Hospitalization fees based on the % buff for the current window of time. Hopefully leading to more conflict during Raid and off-Raid times
  • Drop Rate Tiers:
    • 100%
    • 50%
    • 25%
    • 10%
    • 5%
  • Clan features fully implemented!
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