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Noble Suggestions


Noble

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I tried to make this as quick, and straight-forward as possible.

In-Game Library: Contains important forum posts and info about the game/players. It could be connected to the forum for real-time update, when things are edited.

Real-time fighting: Brings fast-paced action to your fights and forces players to focus on hitting their target, as opposed to the usual, turn-based combat of many MMOs.(Think Tera or GetAmped2)

Interactive Enviornments: Able to click on almost any object in-game and get a mini description of each. (Think Pokemon)

Elemental Advantages/Disadvantages: Water beats Fire, Fire beats Earth, Earth, etc.

Destructible Enviornments: Your attacks have a chance to affect the environment around you. A player shoots a fireball jutsu at another player, but misses and hits a tree. That tree would catch fire and would eventually spread to other nearby objects.

Roleplay-Based: Nuff said lol

Remove levels, but keep ranks: Ranks would give you faster access to things like; better payment from missions, reduced training times to rank up skills, and other nice benefits one should get from achieving such feats-while still keeping it fair and balanced for lower ranks.

Gear: If there are stats on gear, allow players to still where whatever they want, whilst retaining the same stats.

Allow ways for players to be perma killed: Adds both fear and appreciation for their character.

Jutsu Creator: Adds originality to the players.

Teaching Jutsu: Jounin could teach their students jutsu after doing certain tasks to unlock, but would have to have a loooong cooldown and other abuse-free things.

Player Housing.

Player-Ran Shops: Player can rent out buildings/stands around the map to sell goods.

Professions: Similar to that of Runescape or Mabinogi.

Character Bio Section: Organized by Village and Rank.

RP Stories Section: Players can record their RP experiences.

Training: Instead of grinding levels, you would train your skills by practicing on logs or each other :}

 

Ninja Info Cards:  These could be used for the player cards.  Thought it would be kinda neat lol

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In-Game Library: Contains important forum posts and info about the game/players. It could be connected to the forum for real-time update, when things are edited.

 

They could just visit the forum :p

 

Real-time fighting: Brings fast-paced action to your fights and forces players to focus on hitting their target, as opposed to the usual, turn-based combat of many MMOs.(Think Tera or GetAmped2)

 

Yeah, we have a real-time combat system. The only problem is that we don't know yet if lag will be a big issue.

Interactive Enviornments: Able to click on almost any object in-game and get a mini description of each. (Think Pokemon)

 

We will have interactive environments, but not to the extent you want. I don't really see the purpose of wanting to know about a certain street fence or crack in the floor. Unless it has hidden purpose, for a mission for example. This we'll try to include.

 

Elemental Advantages/Disadvantages: Water beats Fire, Fire beats Earth, Earth, etc.

This has been suggested, we have it planned :)

Destructible Enviornments: Your attacks have a chance to affect the environment around you. A player shoots a fireball jutsu at another player, but misses and hits a tree. That tree would catch fire and would eventually spread to other nearby objects.

As much as I wish we could have this, most of the environment will be static. It's too big a feature for us to include in the short term.

Roleplay-Based: Nuff said lol

 

Yup!

 

Remove levels, but keep ranks: Ranks would give you faster access to things like; better payment from missions, reduced training times to rank up skills, and other nice benefits one should get from achieving such feats-while still keeping it fair and balanced for lower ranks.

Both systems will exist together. Levels are the best way we can balance things like stats, equipment, etc.

While rank will be mostly for RP purposes.

 

If you can elaborate more on your idea and how a purely rank based system would work, with other features like stats and jutsus, that would be good.

Gear: If there are stats on gear, allow players to still where whatever they want, whilst retaining the same stats.

The purpose of most gear will mainly be visual. Except for weapons. So this won't be much a problem. I don't think a red shirt and a green shirt should give you any combat advantage if you know where I'm coming from.

Allow ways for players to be perma killed: Adds both fear and appreciation for their character.

I'd love for this, I just would hate to see all the disappointed players. Maybe if you character faints in battle too many times?

Need more ideas on how this would work, and not suck for an unlucky player. I don't want a 0.1% chance to permadie.

Jutsu Creator: Adds originality to the players.

 

I'd wish for this, but it's too hard a system for us to consider at this point.

 

Teaching Jutsu: Jounin could teach their students jutsu after doing certain tasks to unlock, but would have to have a loooong cooldown and other abuse-free things.

 

I like this :) will look into it more.

Player Housing.

I've been thinking about this myself. But I'm still thinking of how it would work. It won't be in any early releases though!

Player-Ran Shops: Player can rent out buildings/stands around the map to sell goods.

Definitely! something I'd love to have.

Professions: Similar to that of Runescape or Mabinogi.

 

What kind of professions? Cooking? Fishing?

 

Character Bio Section: Organized by Village and Rank.

I think a link from each in-game player to their forum account with their character Bio would work?

RP Stories Section: Players can record their RP experiences.

 

Totally! I'll add this when we have a stable release!

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We will have interactive environments, but not to the extent you want. I don't really see the purpose of wanting to know about a certain street fence or crack in the floor. Unless it has hidden purpose, for a mission for example. This we'll try to include.

They could be for Easter eggs or world puzzles that would give you small hints that you would put together, to eventually lead you to the location of a summon, jutsu trainer, or rare item.

Both systems will exist together. Levels are the best way we can balance things like stats, equipment, etc. While rank will be mostly for RP purposes. If you can elaborate more on your idea and how a purely rank based system would work, with other features like stats and jutsus, that would be good.

Alright, so based on my experiences with other RPGs, both Naruto and not, all focused too much on stated gear and leveling, hindering player RP and interaction, because the players were all too preoccupied with trying to out level each other, instead of RP. My idea would be to remove levels, similar to Age of Wushu, and force players to explore new places to find new jutsu, weapons, and masters. Along with a chance of perma-death, players would be forced to squad up and never venture too far alone. To supplement the need for leveling, players could be given a skill point of some sort over x amount of time to purchase skill upgrades. These upgrades would be like a talent tree, where players could have a choice of specializing in Ninjutsu, Genjutsu, or Taijutsu. Additionally, you could specialize in Healing, Sensory, or Kenjutsu, but you could also obtain these through other means, in a respectively weaker version. I was also thinking about having players actually train themselves like target practice, using training dummies, or just using Taijutsu on logs, Rock Lee Style. By doing these training sessions, players would periodically gain skill levels on the particular skill they are working on. Ex: When one first gets a scroll on how to perform shuriken jutsu, their accuracy and efficiency will be considerably low, nearly ineffective, but as they train it on dummies, it will level up, and eventually, they will be able to hit their target nearly every time. Ranks would just have faster rates at obtaining such things,still allowing lower ranked players to be on the same players as higher ranked ones-sorta.

The purpose of most gear will mainly be visual. Except for weapons. So this won't be much a problem. I don't think a red shirt and a green shirt should give you any combat advantage if you know where I'm coming from.

LOL I literally was about to write about a shirt not being able to give you super strength.

I'd love for this, I just would hate to see all the disappointed players. Maybe if you character faints in battle too many times? Need more ideas on how this would work, and not suck for an unlucky player. I don't want a 0.1% chance to permadie.

I was thinking if a player dies more than a handful of times over a certain period, they will perma-die. Additionally, there could be a challenge button that players could request to another, like the WoW dueling, except the loser perma-dies. Killing would only be for RP purposes, and anyone that gets ganked could report it on the forum and have the perpetrator dealt with.

What kind of professions? Cooking? Fishing?

I was thinking about things like skinning livestock, to create clothes to sell to other players, mining and blacksmithing to create weapons, cooking, and fishing.

I think a link from each in-game player to their forum account with their character Bio would work?

It would probably be best to PM you an example, don't want to advertise lol
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Alright, so based on my experiences with other RPGs, both Naruto and not, all focused too much on stated gear and leveling, hindering player RP and interaction, because the players were all too preoccupied with trying to out level each other, instead of RP. My idea would be to remove levels, similar to Age of Wushu, and force players to explore new places to find new jutsu, weapons, and masters. Along with a chance of perma-death, players would be forced to squad up and never venture too far alone. To supplement the need for leveling, players could be given a skill point of some sort over x amount of time to purchase skill upgrades. These upgrades would be like a talent tree, where players could have a choice of specializing in Ninjutsu, Genjutsu, or Taijutsu. Additionally, you could specialize in Healing, Sensory, or Kenjutsu, but you could also obtain these through other means, in a respectively weaker version. I was also thinking about having players actually train themselves like target practice, using training dummies, or just using Taijutsu on logs, Rock Lee Style. By doing these training sessions, players would periodically gain skill levels on the particular skill they are working on. Ex: When one first gets a scroll on how to perform shuriken jutsu, their accuracy and efficiency will be considerably low, nearly ineffective, but as they train it on dummies, it will level up, and eventually, they will be able to hit their target nearly every time. Ranks would just have faster rates at obtaining such things,still allowing lower ranked players to be on the same players as higher ranked ones-sorta.

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Amen to that ^.

 

 

 

And about the whole perma-death thing, just make it in safe zones that require a RP to kill those are perma-kills. And when your out in a Danger Zone a kill will only take you to the hospital. But there should be a rule in place to make it to where people cant just run from someone when there trying to RP kill them in a save zone, they'll have to respond accordingly and/or rp escaping.

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I can help with a basic list of professions! 

 

Production Professions

Alchemy-potions, and poison etc.

Blacksmithing- Weapons, and maybe armor?

Tailoring- Making items like clothes and leather armor?

Inscription- scroll buffs, scroll heals etc..

 

Farming Profession (honestly most of these can be used for gather materials or are ingredients for production professions.)

Herbalism- alchemy, inscription, and tailoring etc..

Skining - tailoring, black smithing, and inscription.

Mining-  Blacksmithing  

 

I do feel their should be a limit to how many professions a character can learn.

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All that is is a copy paste of WoW professions. This is my idea.

 

Sealing Jutsu

Weapons Specialty

etc etc. 

 

Sadly their the standards for most. Generally cause they work well and is a general term for most things you want think about. those seem more like skills then professions to me.

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@Rory Whats wrong with players making their own clothes, all you would have to do is make type of clothings like from easier to make to harden, then maybe clothes can make the person lighter or heavier causing the user to take little damage or more damage.

 

@Noble About the RP, I think RPin should be mostly in the game but not the fighting part ofcourse Im just thinking people can fight, Rp, grind, mission and train their professions

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Destructible Enviornments: Your attacks have a chance to affect the environment around you. A player shoots a fireball jutsu at another player, but misses and hits a tree. That tree would catch fire and would eventually spread to other nearby objects.  

 

This could probably only be solved in a viewpoint updating system, and would result in only around the player being hit, so if it misses the player he could knock it off his hand and burn the ground under him, not trees around, as this doesnt work in any game except for like battlefield 3 which has a huge development team, and isnt 2d api, each instance would be impossible to replicate. Unless it was the same image over and over.

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Ring i have no problem with it, but when I'm fighting I dont wanna have to rp the start or end of the fight I wanna be able to sneak up on u ninja style and kill you, I don't wanna have to announce my presence so your ready for the fight.

 

EDIT: Also with the perma death thingdying from a player characters more than 5 times in an hour might be reasonable

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Roleplaying? With villages I would imagine there would be natural RP to an extent, by that i mean antagonizing, spies, traitors, factions, and leaders. But i don't think the game should be RP based, instead it should focus on the fighting. Forcing RP on players kind of dulls the fighting much like the way Zeref pointed out, and isn't that really what Naruto is all about? Fighting?

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Roleplaying? With villages I would imagine there would be natural RP to an extent, by that i mean antagonizing, spies, traitors, factions, and leaders. But i don't think the game should be RP based, instead it should focus on the fighting. Forcing RP on players kind of dulls the fighting much like the way Zeref pointed out, and isn't that really what Naruto is all about? Fighting?

 

The first part is basically what I meant, probably should have said Roleplay elements lol

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Oh, yeah in GOA there was no RP mechanics other than factions, ranks, villages, and a kage. Everyone else pretty much did the rest on their own. Leaf and Suna even made their own forums so they/we would have a private place to talk about things and set up the village. Villages would become non-existant if their kage was not good at his/her job. Factions would have a huge workload. I was in the KMPC while in Leaf and I had to do a lot of paperwork when someone was breaking the rules and needed an exile. Rivalries, arguments, hatred and general douchery existed between villages and caused wars.

 

Pretty shocking now that i think about it.

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