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Showing content with the highest reputation on 10/03/2021 in all areas

  1. Considering the danger zones as their own content (just as RP and Events would be considered a content category), it feels like there has been some neglect to what the zone offers, which can be seen in the recent decline of activity, specifically varied activity in the danger zones. By design, the danger zone accounts for all different forms of PvP, however as the game has evolved and the players' understanding with it, it feels like there is only one way to play inside these zones effectively, which at the moment is to bring as many numbers as possible (or not go out at all if you don't need to) and camp map swaps (which is by far the most effective strategy for winning fights). Personally I've played Nin for ~8 months actively, and during that time, played all kinds of content in the DZ (Solo hunting buffed/unbuffed, outnumbered fights, village raids, PvE, and missions to name a few). The problem: Gameplay is frustrating as it rewards clumped high numbers and mapswap camping, leaving other forms of DZ content neglected Current danger zones have very little incentive (I want to emphasise this, as it is different from the point below and will expand on it later) to go into There is no punishment or sense or urgency to push danger zones (players can effectively wait as long as they like before heading out) I will expand on each of these points, and offer a glossary of suggestions. Please note, this is not a criticism of dangers zones, it is more of a forum to suggest improvements to bring life to them. Please keep discussions on topic and take an objective viewpoint rather than a personal one so we can get points across Problem 1: High numbers (Clumped) + Mapswap camping Part 1: High numbers (Clumped) High numbers on their own are not an issue, infact they bring a more interesting outlook on the game. The problem is when large numbers are clumped. There are many reasons for this, but the main one is the 60 second death timer. The timer feels way too long considering the DZ maps are so small. A player can run from Dark spiders to South Tigers (a very significant coverage of the whole danger zone) in under 60 seconds. This becomes even more of a problem while fighting groups as once you are outnumbered, it does not matter how many people you kill as your kills can be revived with relative ease. Focusing medics is a viable strategy, however the punishment for running high medics in groups has no drawback since all groups are encouraged to have as many numbers as possible. Proposed solution: Reduce respawn timer in Danger zones from 60 seconds to 30 seconds. Safezone timers can stay 60 seconds. Part 2: Mapswap camping Mapswap camping is by far the most efficient strategy to kill any sized groups. For clarity, mapswap camping is when you are waiting on the edge of a narrow map, ready to unload all your jutsus when the enemy swaps into the map. The reason this works is because the enemy coming in cannot react while they swap in and many jutsus have no AoE limit. This inherently is not a problem, as it means with proper flanking, you can also corner the people camping the mapswap, if pushed from the other side, as shown below: The problem develops when you consider how dangers zones are layed out - there is a presence of corridors. A corridor is a map where once you have passed it, you cannot get back into any map above or below it until you pass it again. These are absolutely terrible for the danger zones and what facilitate mapswap camping as a viable strategy. The diagram below shows how corridors work: Each square represents a map in the danger zone. The red squares indicate corridors, and as shown, once you are holding one of these corridors, you cannot be flanked, and can effectively mapswap camp indefinitely, which leads to frustration and a stalemate from both sides. Proposed solution: Remove all corridors from DZ with the introduction of new maps. This would not only allow for outplay opportunity with big factions flanking one another, it would also allow for smaller hunting parties to use creative use of maps to evade opponents and bigger groups. IMO this is the single biggest change DZ's currently NEED. The diagram below shows an example of how new maps can be introduced to remove corridors: The full list of narrow corridors (these are the ones especially viable to be camped): Tanzaku Valley Leaf Tigers Mini Bottom CF Dark bridge Mist Bears 3 Mist Bears 4 Mist Foxes Mist Dragonflies Bears 2 Bandit Caves Bounty House (mainland) KB North Coyotes South Coyotes Takumi Tigers Takumi danger zone Problem 2: Current danger zones have very little incentive to go into Outside of missions (which become basically irrelevant once a player hits max level), bounty and the pure enjoyment for fighting, there is no incentive for the average player to enter a danger zone. This one I think can be fixed relatively quickly by offering more ryo incentives of going into danger zones without the requirement of players being in there. Proposed solution 1: @Ichika has already made a great post about this, I will link it here Proposed solution 2: Introduce a new mob map (suggestion would be the map left of snow wolves, but any new map equidistant from villages can suffice) where a relatively easy mob to kill (compare difficulty to between bears and hosts level). This mob drops an item exclusively used to sell to the shop for ryo (between 20-40 ryo) and commonly drops it (same way as hosts drop DNA). This would encourage players to actively leave the safezones to get consistent ryo rewards, at a higher risk - I use the word consistent because drops like DNA are not consistent, they must be sold to another player to make money. Problem 3: There is no punishment or sense or urgency to push danger zones (players can effectively wait as long as they like before heading out) There is no urgency at all to push danger zones. Compare this with for example raid points located at GD entrances, there is a sense of urgency where you must push, or lose something as a village. This applies to absolutely nothing inside the DZ (except gaining ground so they are not mapswap camped by another village :rofl:). Proposed solution: Honestly, I'm not sure. I would suggest something like raidpoints, but I'd like the community help on this suggestion. Conclusion The points mentioned above are in order of priority. I want to emphasise that these changes are very important to keep danger zones as enjoyable content. Many players enjoy nin specifically for content in danger zones and it's pretty much a part of every players gameplay. I hope you can give feedback on this forum post objectively and that relevant people like Rory and Erox as well as the other admin team not only see this, but give feedback on their thoughts about this, as well as the rest of the community. This post took a lot of effort to create, so please give me the same respect by keeping discussions on topic.
    4 points
  2. Regarding this event i made a couple of stuff that i believe are pretty nice and original, i tried not to make stuff everyone would make and here is what i got (keep in mind the quality is a bit lower than normal due to the upscaling of the art} The items consist of: Reanimation decorative jutsu! Bloody village emblems! Pumpkin Lamp! Decorative Neon Icons Naughty Peaking monster! Comically Large Candle! Lil' Bato and his friend Julian! Grave Of The Fallen Ninja!
    4 points
  3. The world forever feared its presence once the nine tailed fox had left its mark on our lands. BUT NOW you can leave its mark in your own personal home and frighten all your guests this halloween. (Loosely based around an experience I had my first week playing Nin Online. Erox summoned the nine tailed fox at Sand GD and I immediately knew that this was the game for me. I pay homage to that with this spooky display. I'm also glad I dont have to look at pictures of fox skulls anymore.) Big Preview. Small Preview. Grid. Icon.
    2 points
  4. Im giving it a shot with some Gothic/vampire inspired furniture set. I plan to add more items in this same post so stay tuned, but I wanted to share my progress so far Icons: Chair: Table: Big Table: Drawer: Sofa: Stool: Candle: Red Moon: Rug: Mirror: Fire place: Coffin: Heres a little preview how they could look in game. The Coffin acts as a bed Also created some Color variants in halloween themed colors: Green: Purple: Orange: And last but not least a color variant for the moon to channel your inner werewolf: Inspiration drawn from gothic furniture like this ones:
    2 points
  5. Truly a fright for any rival villages that might wander in to your home this Halloween. Big Preview Small Preview Grid Leaf: Rogue: Sand: Mist: Icons Leaf: Mist: Sand: Rogue:
    2 points
  6. Anatomically correct skeleton "display" for Halloween....or health class OR displaying your fallen enemies as your own personal trophies. The furniture that fits any occasion, but definitely keeps the October spooky vibes around. I'll probably submit a few more things before the due date, but I hope yall enjoy this! (I had to stop before I made a whole skeleton base sprite) Big Preview. With Base. Icon:
    2 points
  7. Great detailed post. Thank you for taking the time to write it. This gives me a lot of ideas.
    2 points
  8. This is the submission thread for Spooky Furniture Pixel as part of this year's Halloween event. If you've yet to find out more about this event, do visit the event announcement page here. How to Participate You will need to draw furniture that revolves around the concept of Halloween - feel free to get creative and imagine what your very own haunted house would be like… get your spookiest brain juices flowing! Artwork submissions period: Now until 8th October, 23:59 EST. Late submissions will not be accepted. Qualifying Criteria Download and follow the template & guide provided. All pixel art must be relevant to Halloween in some way. Furniture design has to be decorative, chairs are allowed. Cannot have functions like storage, training dummy etc. All pixel art must be of decent to high quality, matching Nin Online's pixel art style. Adaptations of existing furniture are accepted but must have their unique spin that contributes to the Halloween concept . Artwork must be something that you can foresee being used in-game! Art and pixel size should be similar to Nin Online's pixel art style. You may wish to elaborate/share more about your inspiration behind the artwork. Last but not least, follow our sponsor - JumpButton Studio on their Facebook, Twitter & Instagram and take a screenshot! Submission Submit your artwork via comments in this discussion thread. Please avoid non-relevant comments and save this place for our artists to share their artwork.
    1 point
  9. I AM NOT SEIFER Sorry. But good idea.
    1 point
  10. Hello my name is Akechi, I also have other names but as soon as I am on in Snake server I saw that all the works here are at a very high level, I'm not as good as we, but I made my contribution...I hope you like it... I make more submitions... if you speak portuguese and see original post here the link: https://br.ninonline.org/index.php?/forums/topic/29643-concurso-de-móveis-de-halloween/&tab=comments#comment-131504 blackcat.zip caldeirão.zip Submission 1 (Primeiro Envio) : Grid : Grid Base: Grid Icon: Proporção: Submission 2 (Segundo Envio) : Grid Leaf: Grid Mist: Grid Sand: Proporção: Grid clean: Grid1: Gridbase: Icon:
    1 point
  11. Jonin NPCs inside villages have been frustrating (especially with the long map load timers when there are jonins at every village entrance) to play against and their mechanics are unreliable. They can easily be abused through luring with villagers into the enemy (when the bug occurs where they target friendly villagers and can be moved). My suggestion is to keep Jonin NPCs the way they are, but: 1. Remove the ability for the Jonin NPC to use flicker - This causes a lot of the frustration and allows them to be bugged into places where they cannot attack 2. Reduce their auto-attack damage to 200
    1 point
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