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Hello! I am writing this cause I personally find a huge lack of content in Nin that keeps the game from growing. This is a To Do list for the developers, so one day we will have a real & complete MMO. These are just my ideas, I am waiting for feedback on any of them. I am not here to criticize the developers, I know it's a hard job and they're working really hard. This topic is just must do stuff that we should get in order to keep the game alive and grow it further. I am open to discussion and I'd like seeing your ideas, let's help the devs as a community. 1. Main Storyline and Side Quests The game needs to focus on new players as they are the potential new source of revenue. When you start the academy the tutorial teaches you the basics of the game, but that's not enough. Right now, you can only get Daily Quests, which is fun and all, but it's not enough for a MMO. MMOs should be all about players, teaching them how to play and giving them stuff to do so they don't get bored is the key to retain players and get new ones, that's why almost all big MMOs have a story and quests related to that story. Big Problem: There's no way to learn how to properly farm high level mobs or PVP in game. The only way you can learn PVP and how to farm efficiently is by a lot of trial and error (which means a lot of BI, and let's be honest, it's boring), or by asking the community and finding people to literally stay and teach you, which is horrible for new players. Nin should have a main story with main quests which will take you from level 0 to level 60, forcing you to learn how to farm and how to PVP, there should be tips spread along missions which will take players from 0 knowledge to getting a good grasp on how efficient farming and basics of PVP works. Also, side quests should be spread around the main line story for the players that like playing a lot and want stuff other than PVP or farming. There is nothing to do from low levels up to level 40, or 50+ other than mindlessly farming or dailies, that's a huge problem, players will come, get the dailies done and log out, this becomes boring quickly, as it's so repetitive. Main and Side quests should get harder and harder as you level up, exponentially. There's so many examples of MMOs that do this extremely well, almost every big MMO will have Main/Side quests, so you'll always have stuff to do. 2. Marketplace All MMOs have marketplaces. By marketplace I mean an in-game way to list items and either instantly buy or sell them (look at other MMOs). Why is this a must? For new players and old players, there should be another way to sell items or buy them other than going on discord and trying to find buyers and sellers by DMing lots and lots of people until you get an agreement on price, that's boring and will get people tired pretty quickly. A marketplace where people sell/buy items for ryo would make wonders for the economy and would make everyone lives a lot easier. Also, am I the only one that, as a new player on a MMO, would look at the best most expensive items on the marketplace just to get a grasp on what I should strive for and how great the end game content is? Marketplace is a must, almost all MMOs have one, and because there's a economy in Nin where people sell and buy items for ryo, there should be a in game marketplace. 3. Better PVE content At the moment, the PVE in the game is there, but it lacks a lot. Most mobs drop their specific drop, blanks, and maybe some special item that's worth farming for. New players will get bored of just going near mobs, and pressing z, then doing it all again, and again, for hours. I will just say that low level content regarding PVE is so low and not well made at all, PVE gets better as you level up, most high level mobs forcing you to actually know how to stun them and kite their attacks, but the transition from dumb low level mobs to flickering and stunning hostile mobs is not well made at all. The mobs AI should actually force the new players to use jutsus and use flickers and subs to kite their attacks, this way people will actually play and have fun while farming, and they will teach themselves on using jutsus, which will later help them in PVP and high level PVE. Also, most bosses have an insanely low chance of dropping something good, which brings in the need to do the exact same thing for weeks until you get something good, which is horrible for mentaining players entertained, how can you have fun when you're doing the same thing again and again for literal weeks or months? How bad it is when you go farming for 2 daily hours and you get literally nothing for weeks. In summary, in my opinion, to get a better PVE experience, this game needs: more low level mobs (this means a bigger map, more variety for quests), better low level mobs AI (so new players will actually learn the game while leveling up), more variety in drops (so people don't strive for that 0.1% drop for weeks until they get bored) more bosses that are hard to beat and use flashy jutsus that affect the whole party that's attacking 4. Better PVP content I like the PVP content right now, it's clear that the game is focusing on it a lot. The PVP in nin is incredibly good, but there's content that needs to be refined. In my opinion, orgs make their own content, which is a big big problem. The game should provide content for orgs, other than cosmetics, there should be: in game made (not player organized) tournaments for orgs, common missions for orgs (missions that each member will contribute to, which will benefit the org, members getting rewards for how much they contributed to the mission) More org related content, regarding PVP and PVE Org wars (I can reference to some games that do this well), All of this needs to be in game, not organized by people on discord. I'd like seeing more infiltration, maybe kidnapping missions, there's so much you can do. Nin PVP is so versatile and great and it's really what keeps people playing, that's why it's important to take care of it and develop it further. 5. More content... I know I repeated my self with content, but damn this game really lacks it. I will just make a list of what I think there should be in the future. (once again, that's not to hate on devs or something, it's just constructive criticism on the current state of the game) A functional map (that's so needed for new players, it took me so much time and my friends hated when I used to ask 3 times where some place is, it's a must for the future) More weapons and tools. There's a lack of items in the game, elementals need more variety in the toolset they could use, also, more weapons and tools mean more drops for mobs, which brings me to: More mobs. There are really, in every village, larvas, then a little higher level mob like scorpions, then the little bit higher level like coyotes, then straight up hostile mobs which are hard to beat, the transition to them being hard for new players. There should be more leveling options, that's where main and side quests + dailies would be really useful, adding mobs will allow the addition of more and more quests and more and more ways to get drops (which new players could sell on the marketplace maybe ) More jutsus. I won't even get into it, devs know and the whole community knows. Org jutsus, kage jutsus, chuunin jounin advanced jutsus, all of this would be great. Maybe dungeons? It would be incredible teaming up with your org and go attempt a dungeon, look at the game that do dungeons the best, you know how nice it feels when you finally finish up a dungeon. Maybe a party finder for them. (that's just an idea for the far future content) More bosses with more flashy jutsus and combat, and more drops ofc, for all levels. To wrap it up This topic was all about my opinions and all I'd like to see in the future. I hope I'll at least open up the discussion for some of there features. I think everyone cares about the good of the game and as a community the least we can do it give devs our feedback and help them in a constructive way. I am waiting for your feedback on this topic!4 points
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Can we get this eye color added to the eye color changer? Since we have Gentle Fist mastery it would be cool to have eyes that look like Byakugan.3 points
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2 points
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Hello Nin Onliners and welcome to the Mastery Guide of Nin. This Guide will give you a rough summary of what each Mastery is about and the playstyles revolving said masteries. Also, the current High to bottom tier of each mastery. I will also update that tier list every month due to the "Metta" always changing. *Please Note: If you pick a mastery strictly because it is top tier at the moment or high in the Metta food change just keep it mind it does change. Choose a mastery because that's who your ninja character is not because it's the hot thing. Also this is my view on each mastery and not the actual lookout on them from Rory's perspective or the rest of the community so please don't bash or slander what is said here but simply provide positive feedback until the topic is locked.* List of all Masteries Fire Water Earth Medic Lightning Weapon Master Wind Taijutsu Bubble ------------------------------------------- Tier List Tier S - Weapon Master (Int), Fire, Wind, Tier A - Water, Lightning, Earth Tier B - Int Medic, Chakra Medic, Tier C - Bubble, Fan, Taijutsu, Gentle Fist, Weapon Master (Str) Tier D - *Fire/ Int Weapon Master has been moved to S tier due to the high damage they can do in a burst now. Bubble moved to a High C tier/Lower B tier due to its melee damage scaling properly and Kunais as well as the coming buff. Fan, taijutsu, gentle fist, and str weapon master is now C due to the current stamina system * Also, this Tier list is how I see them and not the collective of the community. Tier List is also Subject to change along with the Meta. ----------------------------------------------- Fire - Fire is one of Nin's most original masteries and was one of the first created in the game. Fire mastery is used a lot by new players and experienced ones due to the fact that their abilities have a lot of Crowd Control with long range and High Base Damage. The Jutsus of the fire mastery can damage multiple opponents at once and cause a Damage over Time Burn status to who is hit increasing the damage output of that jutsu. Fire is GREAT for training and farming for items in the game. The downside to using fire however is that the jutsus take a moderate amount of chakra to use and several of the jutsus require you to cast, aim, and you can even get self-stunned from using them. Water - Water is one of the most balanced masteries Nin can offer and has nice utility with its jutsus. Water has some of everything that everyone likes when it comes to playing the game. Crowd Control, Stun, and Knockback are things people like and this is where you can get it. Water is great for training and it's jutsus aren't as hard to land as some of the other masteries. Water has a second substitution jutsu which comes in handy with escaping and has a stunning jutsu called Water Prison. Water is overall balanced in terms of damage and chakra cost making it new player friendly and easy to use. The downside of water is that Water prison takes a while to master so don't expect to land it in fights at levels 1 and 2. Water Shark is also terribly hard to land due to you needing to stand still and cast it giving your opponent time to evade the move. Bubble - "Who's your bubble buddy? That's right I am!" Bubbles utilize a weapon known as a Bubble Pipe which can only be used as a Neo - Mist Ninja. These Pipes require 20 strength and allows you to place bubbles on the ground that snare opponents. Bubble users aren't the best damagers at moment but that may change in the future who knows! Bubble has quite the utility ranging from several jutsus that stun such as Great Bubble Shark, Soap Bubble, and Bubble Spray! These jutsus will keep you snare locked and make you think twice about running into a bubble. We have SpongeBob beat at blowing bubbles because ours are deadly! Moderate Chakra Cost, Average Damage, and Great Support/Utility is what this mastery brings you. You also have a deadly Bubble Clone that hits like a truck but can easily be popped by a needle so WATCH OUT!! Bubble Pipe can only be used with the water mastery now. Choose your path Wisely. Earth - Earth is 1 of the most crowd control-oriented masteries and most defensive mastery in the game. Earth allows you to knockback, snare, and slow several opponents at once with its jutsus and even gives you the ability to create an Earth Wall which can repel most if not all ranged attacks until it's destroyed or disappears. Earth has 1 of the best AOE Snaring jutsus in the game as well called Earth Prison which allows you to bind several opponents at once at given levels. Earth revolves around team play mainly due to its innate nature to Crowd Control everything it also has great synergy with almost every elemental mastery. The down side with earth is the Chakra cost on a few of the moves and the need to stand still to cast the jutsus. If you can manage with that its good. Lightning - The Mastery that rules Stuns; Lightning is a deadly mastery but takes a lot of skill to use solo. Lightning has 4 stunning jutsus one of them being the famous Lightning Cutter Technique that sets up for outstanding combos and does great damage. Lightning is great in 1v1 battles and team battles due to their stuns and the little crowd control that they have from the jutsu Lightning Current. Lightning cutter also sets up combos for teammates. Training wise lightning is a little slower than most masteries due to not having not as much Crowd Control. It's more of a single target mastery. The downside of lightning is that the jutsus require precision and timing to land certain moves and requires a decent amount of chakra as the moves cost quite a bit. Wind - A strong wind that can blow you away! Wind is a mastery that consist of High damage and Long range techniques. Jutsus Like drilling air bullets or vacuum sphere has high damage and long range going up to 15 tiles away. Wind requires great accuracy when using it's jutsus with moderate to high chakra cost. The highest chakra costing jutsu cost 52 chakra but does high damage as a result. Wind also has the ability to knockback the opponent but again only if you can land the jutsu. If you're from the Neo-Sand Village Wind also has a sub path which uses Fans and the strength stat instead of the intelligence stat. Fan - Fan is a mastery than uses tools to blow strong winds and force you to fly in the direction they want you to. They have Close to Mid Range fighting capabilities and if you take them lightly they will make you pay for it. Using signature jutsus like Slashing Tornadoes to set up combos and knocking enemies back and slowing them with skills like Wind Mask make them a threat. Moderate Chakra Cost with great damage. A little slower than other masteries but the burst damage is great. They can cause bleeding with slicing winds from a distance and create cyclones right in front of them. With great crowd control and the use of a fan you'll have a hard time getting close to them. You better pray they don't have a blue fan also because if they do Lord help you. Fan can only be used by Wind users now Choose your path Wisely. Medic Int - Sinner and Saint; Medics keep the game going and keep the players surviving any creature or opponent they face. Medics have 2 different playstyles with the Intelligence path revolving around Poisoning their opponents and the Chakra path which supports his teammates and himself through heals while dealing moderate damage. The Poison path for medics is a grueling path early on due to the need for tools to cast 1 of the jutsus, but as you progress it gets moderately better as you unlock 2 other poisoning jutsus that help with training that cost nothing but chakra. this path also allows you to learn Curse Mark which allows you to boost all your stats by a set percentage based off your overall chakra. As a poison medic you also have better synergy and a better chance at getting a mastery that works well with it mainly an elemental. Due to recent changes however you can not use this path and cast healing techniques on teammates as they share cooldowns so decide properly in the middle of combat. If you're ok with using only 3 jutsus to deal damage you will survive the grueling training, but if you can not then my friend its ok for there is always another path to take. Chakra -The Chakra path for medics has it harder early on than the other path due to you needing tools to level until level 15 where you get chakra scalpels. Chakra Scalpels will be chakra medics main source of damage as well as Throwing Senbon. The Chakra path can apply a lot of pressure in combat due to the need to not charge chakra as often as most people in the game. They can also solely focus on 2 stats; HP and Chakra which makes them a force to be reckon with. However, if you cannot land melees or Senbon the other path may be better for you because this path takes more skill to deal damage but on the bright side your healing abilities will make you a nuisance throughout the game. Choose your path Wisely. Weapon Master Strength - What's hotter than someone with a sword? Strength weapon masters have the ability to use swords to hack and slash at the opponent and dwindle down their HP using sword-based attacks. Harder time training due to needing to be in close range to land blows but if you can stick it through weapon masters are great in the end game experience and in Combat against other players. Feeling bored? You can always get some friends and go fight bosses to achieve a stronger and better sword! In the future weapon masters combined with elemental masteries will gain enhanced sword abilities that give their swords other little things like burn, stun, knockback, slow and so on. There is always a new sword coming out as well so never be bored as there are continuous bosses to fight or bosses to be added they drop new swords. Weapon Master Intelligence - The Intelligence path for weapon masters is mainly played as a second option and not a first. Reason stating...RYO! This mastery is a money sink and if you don't have the money or the means to make the money to use this path of the weapon mastery then don't go it. However, if you can handle the costly need for ninja tools to use your jutsus this mastery is great! Low Chakra cost, Great Damage, and Great Crowd Control is what this path offers. You also have the ability to set traps in preparation for raids or to block enemies from getting through locations. This path excels in team gameplay due to these traps but is tougher to use in 1v1s as the opponent can just avoid your traps. This path also has some of the nicer animations and cool tricks for example: Shadow Shuriken warps you to your opponent if you land it. Exploding Kunai causes a nice size explosion when maxed and it hits someone or something dense. Choose your path Wisely. Taijutsu Agility - Agility Taijutsu use to be one of the best masteries and still is if used correctly. It offers a second substitution jutsu to evade jutsus, knockbacks that can interrupt casting, low cooldowns, a stun, and consistent DPS. Moves like Seismic Dash combined with Body flicker gives you the opportunity at easy damage and low cooldown moves like Breaking Kick offer you the ability to continuously pressure your opponents into a corner as you rush them swinging your fist and your legs in this case. 2 of its other jutsus offer great range and 1 of them even stuns the opponent for a slight second! If you build your character correctly you can even combine it with elements like Water (Tai Water FTW) or Fire. The best synergy with this mastery is Medic due to Chakra Scalpels and Agility working together to give higher damage output when punching your opponent. The downside of being agility taijutsu is that the jutsu damage/scaling isn't as good as the other masteries as well as the mastery not having any other mastery that is based off agility. Taijutsu Strength - The sub path of agility taijutsu is its strength counterpart called Gentle Fist. Gentle Fist has higher base damage/scaling and a good variety of jutsus. Jutsus like 16 Palms if landed can silence your opponent for x duration and drain their chakra over time causing them to constantly need to charge. They also have Rotation which allows them to knockback opponents if surrounded but this jutsu you don't get until you are higher level and train one of the other jutsus to achieve it. Some of the other jutsus of this sub path cause knockbacks and stuns as well but give a higher damage output than its brother Agility taijutsu. Focusing more on burst damage than DPS this mastery can offer some good follow ups. Downsides of this path is that it only has 1 substitution and its the basic one so you only have 1 chance to evade a jutsu. This mastery also has higher chakra cost than the other path with a couple jutsus that have cast times. On the bright side because you are strength based, you can combine this mastery with the likes of Strength weapon master to maximize damage output. However there is no advancement if you combine the two but there will be advanced gentle fist in the future. Choose your path Wisely.1 point
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In my opinion the only coupon that should be locked to players are the ones given to us in the level up event . Other than that I feel like event coupons should be tradeables again like they once were for a short period . also feel like the event shop items prices are a little ridiculous1 point
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Maybe when you grow up Naruto and take over as Hokage. But you need to go find your emo friend first.1 point
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As u can see nobody except me bothered to vote/reply, that shows tht we don't need u. U r toxic.1 point
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This is allowed within the confines of their limited powers (unfortunately). There is a way to fight back, that's by becoming a Missing Ninja. Also, if they exile people for no reason, they lose out naturally by thinning their ranks. (Unfortunately) is used because this is a side effect of giving players the ability to get into positions of power that allow them the freedom to affect the gameplay of others. While it sucks that it exists, it also sucks if it doesn't.0 points
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Dear Ninja, Someone said something about how I'm taking forever to release advanced mastery and hence that nothing is being done. I've said this many times since that development timeline was made mentioning that we were going to start working on it in 2018 that we're NOT currently working on Advanced Masteries and have not been for years. There are bigger priorities at the moment than expanding the game content further vertically. We are lacking in major features, lacking in our core technologies for more expansion and we're focused on reworking major systems of the game like Organizations. Advanced Masteries has been on hold in terms of development since around a year after that dev log was made. Since then we have released the 3rd faction of the game, clans, summons, toad village, land of iron, remade the entire game in C# & modern technologies, added hundreds of items, dozens of new mobs, a new mastery. Plans change. If you're using when one specific feature that we've specifically said has been not the development focus for years as the benchmark of what is progress for the game. You will be sorely disappointed. As of today, to make it plain and simple, Advanced Masteries is cancelled. It will not be happening. Don't wait for it. If that is the thing that keeps you going, don't let it be. EDIT: Nothings changed. We've not been working on Advanced Masteries the way people have been hyping for years now. We've been focusing on reworking the entire game so that when we eventually work on expanding content vertically, it will be worth expanding. The problem is as we were working on Advanced Masteries we were tasked with creating hundreds of new jutsu, it became apparent - everything new being made was just a scaled up reskin of jutsu that already exists with bigger hitboxes or more damage. This wasn't fun. The reason we're reworking the entire game's engine is so we can add more features to it so jutsu aren't just reskins of each other. The reason I announced that Advanced Masteries is cancelled is because the amount of hype people have been having is unproportioned to what it would've been if we just "hurry and released advanced masteries" like a lot of people want. Instead, over the past 3 years we've increased content in other ways besides just adding further linear progression to higher levels, we've expanded content by adding more ways you can make your own ninja unique by introducing clans and summons for example which will be two other ways players will be able to build their character differently. Advanced Masteries in the way that was announced in 2018 and soon after stopped being worked on is cancelled. Any further content progression will be something entirely different and is being worked on from the ground up with the new capabilities of the new engine in mind and has always been, but will not be what we announced back then. Regards, Ueda0 points
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Hokage 1st: Rory / Councils: Deathmall, Zintosso, Indra, Man 2nd: Shirou / Councils: Deathmall, Zintosso, Indra 3rd: Deathmall Sasayaki / Councils: Caio, Hawt, Ishyn 4th: Ishyn Sasayaki / Councils: Atrane, Leevi, Arashi 5th: Fritzo / Councils: Corgee, Jellal, Sour 6th: Kuraen Vali / Councils: Yousei Reiketsu, Kuraen Ohiya, Hoseki 7th: Shotoho / Councils: Raw, Ljones, Charky 8th: Kuraen Macdom / Councils: Raw, Ljones, Charky 9th: Atrane / Councils: Esty, Prado, Josh 10th: Esty / Councils: Jiroubou, Ryutekzu, Chaotic 11th: Sin / Councils: Vinsmoke, Bogdan, Skywalker 12th: Fire / Councils: Vinsmoke, Bogdan, Skywalker 13th: Bogdan / Councils: Kajin, Atari, Tsuuyoi0 points
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