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Showing content with the highest reputation on 03/30/2021 in all areas

  1. March 2021 PromotionsLeaf Village Jonin: @Tsuuyoi @Jiroubou Chunin: @Memsky @Vinsmoke @Nemesis @spooks Sand Village Jonin: @Khalfani @Ryujin Chunin: @Hunt @Ruby Specialized Jonin: @Kin for his great use of medical ninjutsu during Forest of Death stage Mist Village Jonin: @Ninja @Giyu Chunin: @LuckyBundo @Piranha @s0ulHunter @Machi Specialized Jonin: @D E M O N For exemplary sword technique ability
    6 points
  2. Any reason why theres no feature where we could see our nin credits in in-game inventory next to ryo so we could trade it for stuff? Why only through gift cards on this site? Would prevent completing a trade with one side of the trade empty/getting scammed. See image below (Sorry for crappy edited image). Thanks for answers
    3 points
  3. None of the items in the cash shop are required to play Nin Online, and we occasionally hold events like the Dress Up contest every 2 weeks that you can earn ninja credit. For anything like stat resets, you can win in-game events or participate in seasonal events to earn Event Coupons and redeem prizes in the Prize shop.
    2 points
  4. As a proffesional nin credit seller I would like to see that option
    2 points
  5. 3 dailies, 2 re-rolls. Or better yet: 5 dailies, 3 re-rolls. Expand the list of missions and/or reduce/remove the chance for the low EXP missions after level 50+ There's plenty of incentive to get to 50 so players will grind through the BS daily grind, but as much as I want to get to 60, who the hell wants to be 50+ sneaking into other villages for 75k? It's no longer thrilling, nor is it particularly rewarding. In the long term, Seifer's suggestions sound good
    2 points
  6. In my opinion, to come up with better missions there needs to be a story in place for Nin. It seems to me that Rory does not want to commit to an overarching story and wants to leave it into the player hands who in return can't do much in their position. There is definitely a conflict here that needs to be resolved. I personally would rather Rory just commit to an overarching story, but another solution would be making a story based off of the past in-game Kage's personality. Examples of this: (I.e. 1st Hokage was drunk -> lots of bars in Leaf -> bartenders missions for ingredients for brewery-> killing rats | 2nd Hokage was creepy -> underground sewers entrance -> animal parts -> collect poison -> assassinations | 3rd Hokage was obsessed with water -> fountains + pools installed in Leaf -> collect coins at the bottom of the fountain -> find hidden mechanism -> get food for secret sea animal) These personalities/behaviors/actions of the Kage will give the tools needed to shape the respected villages, stories, and missions making Nin Online the most unique game. Besides my discussion of having a story to fuel new and innovative missions, there should definitely be a better progression system than what we currently have. Old missions that do not format with your new level should be removed. Spa in general should have a better progression, and renamed to relaxation. I suggest: Spa I -> hotsprings, Spa II -> (Leaf|Tanzaku bar. Sand|Outside Blood Puppets Area, Mist| Small village right of port). Spa III -> Other villages Spa 2s spots, Spa IV -> Other villages Spa I spots. Of course with new locations, new relaxation spots can appear. Guard Duty should have progression too, leaving hot spots for higher levels and less of a hot spot for lower levels. I suggest: GD 1 -> Aviary, GD 2-> Doc room, GD 3-> GD maps/around raid points, GD 4-> Lowbie training areas Finally, I would like to say I agree with Drusilla that 3 dailies that are selected for you can be a drag. I think it is completely doable to widen the variety of missions you can pick and do. Yes, there has to be more missions added in and yes, the experience for each has to be modified, but it would make the game really fun.
    2 points
  7. I have a bug to report, I used sub and then for unknown reason get teleported across the map when someone breaks my sub. https://gyazo.com/9d7faeb17a5778437a3eaa98a98cacf7
    1 point
  8. As we all know dailies is a huge factor when it comes to nin online , as these are main source of exp to lvl up. For years dailies has been a topic for discussion of how it should be reworked and changed. I am writing this post to enlighten rory and give suggestion to how not just me but to the many other players feel about daily missions. 1. Dailies resets after 24hours/ 12:24 pm est 2. Can only get 3 dailies per day 3. Those 3 dailies are completely! I repeat COMPLETLY rng 4. Dailies cannot be re rolled so what ever mission you get you have to do Questions of the community: Why cant the players choose which daily they want? why only 3 dailies a day? why only 3 missions?? what do we do after finish our 3 missions? Discussion: Its 2021 and i truly belive its time for dallies to be changed/revamped improved. The game gets really boring after you complete dailies because they isn't really nothing else to do but take some raid points or farm for drops and pray you get anything. I suggest that dailies reset 3 times a day, Morning , Noon and Night can do what ever time you think is right or at least 2 times a day but this 1 day for 3 dailies which we have no control over needs to be changed. Even if you dont want to do that suggestion at least let us be able to choose our dailies, sometimes as a lvl 47.50 heck eve lvl 55 players be getting 3 spa missions and that just crazy to me. IF we are able to do more dailies the game will be a lot more active because the truth is most people just do dailies and log off until it resets and just play on alts or something to be entertained. By doing this the game will be a lot more engaging and lively. with this said i hope you take this post to consideration at least and i do hope in the future dailies can be changed for the better.
    1 point
  9. The bug: when you use crescent, risky, and Chidori and press ESC the animation happen but not the Jutsu and the Jutsu doesn't go on cooldown For Crescent: crescent.mp4 For Risky: Untitled_ Mar 15, 2021 4_24 PM.mp4 Many players were complaining about this bug I already posted about it before but now that players are talking about it again I make this post again
    1 point
  10. Idea is to give people the incentive to use it more. If you think about it, the aviary is a strategic location in the village since it signals for enemies. Giving it as GD for lower levels gives them a meaningful task to do without a high chance of getting destroyed by high levels. That being said, Aviaries might need to be moved in the village.
    1 point
  11. I don't want to legitimize it. We don't want Nin to be a game where you can load your account with money and trade it for in-game items. People will still try to do it, and all we can do is discourage it.
    1 point
  12. agreed we need some re-rolls implemented to dailies.
    1 point
  13. Nobody said it is fair. But you must understand. A monarch can’t abuse his power. He is the power.
    1 point
  14. Thanks for the good feedback and discussion A lot of people have sort of the right idea on why the game isn't as easy to get into, and how that's by design. I don't like giving it as an excuse, but I will say that the ability to affect someone else's experience is one of the key defining advantages an online game can provide to a player over a single player experience, and that's something that's sorely missing when it comes to most MMORPGs. So it's not something I wish to change. I try not to have anything that encourages harming a new player's early experience, like limiting what counts as a mission kill and not rewarding bounties etc. but I think the ideal behind why it's still possible (even though not incentivized) is that player freedom is just fun. Someone brought up the concept of a theme park MMORPG experience, which is where you're strictly on a rail and you can't go off the rail/course too far before the game design nudges you back into what you can do/be in the game. I think the niche, small community game benefits from there being this freedom for someone to do something annoying to another player if he so chooses, because it allows for player expression. Whereas a more conventional "theme park" experience would put a hard "You cannot kill a player under level 10" in your face when you try. It's a trade-off, on one hand you're able to be who you want to be, even if that disrupts a new player's experience. On the other hand, it creates a new dynamic where taking care of your own becomes more important and factions, teams and grouping up becomes highly valuable. Someone also mentioned that things have gotten easier over the years, and yeah that's pretty true because of lots of new ways to gain experience. Over time I do intend to add more story arcs like the Level 30 and level 50 arcs for the lower level ranges. But it's a bit of a daunting task at the moment. But giving lower levels some content like that where they are partially removed from the open world where they get brutally slayed by high level players is part of the design, but it'll take some time.
    1 point
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