Leaderboard

Popular Content

Showing content with the highest reputation on 11/12/2021 in all areas

  1. My idea is to abandon the limit of 3 missions per day, with a simultaneous reduction of experience for missions (about 30% experience from current missions). Currently, on a lower level, you have to complete ~ 3 missions per level, after the change, it would be ~ 9 missions. What would that do? -Increasing the activity of players throughout the day. -For people who spend a lot of time, they have the ability to hit levels faster. -Greater activity will make it easier to do missions such as cbk / ww. Additionally, you need to add a cooldown for abandoning a mission, 1 abandonment / 1h (so you won't be able to choose the mission you want) What are your thoughts about this?
    2 points
  2. Personally, all things considered and, from a newbie's point of view, the fact that skills are levelled through usage but levelling is a harduous task really kills the game. I've been stuck on level 10-20 for years, out of feeling totally uninterested to play despite liking the game from the beginning, there's no automated in game events, no dynamic and auto-randomly generated quests, early game mobs are too strong for their level and species, game overall makes no sense, the amount of actual human mobs for me is non existing (Fighting NPCs, with skills, stats, and putting up a better fight than a scorpion, then again, Scorpions are OP too). The game has greatly improved visually, but the feeling overall is as if it has completely given up on gathering more players, not even the ones that would be in for how the game is designed, they can't be attracted because honestly, playing this kind of difficulty for a game like this from early game, is the most unattractive thing for a gamer no matter who it is, I bet there's more than 1 veteran around here that just has their Nin open and simply takes out the phone to play some gacha game instead. My meant-to-be humble and honest opinion as an easy patch: - Remove mission limit, generate quests constantly, idk if this is implemented, but the more low rank quests you clear, you should be able to access higher rank ones, and not necessarily harder, for example: Kill 30 Scorpions, D rank, reward 1200xp+25Ryo/ Kill 300 Scorpions and Bring 60 Tails A rank, 12000xp+250Ryo. - Need mods for in game events. - Revised Exp curve, I think an easy start and a harder end game is basic for any game, it should not take someone more than a few 3 hours to reach level 20 of relaxed grinding between quests, mob xp and whatnot. - Attendance rewards, seriously, reward players for logging in, this is standards nowadays, shouldn't be suggested at all. - Battle Pass, separate from Gold/Silver, monthly, the game has been neglected so, there's barely any combination of rewards that would be meaningful, there's no crafting system to my knowledge, there's no weapon enchantment, there's nothing at all to bring in to the table for this, I personally think everything needs to change within Nin regarding Resources/Items, how they're obtained, the uses they can be given and whatnot, and on top of it, a Free/Paid Battle Pass allowing players to seasonally get some rewards through sheer effort. - Karma System and Villages being a Safe Zone mandatorily, Leaf, Sand, Mist/etc Karma is accumulated/rewarded through killing other village members or by completing quests, this means that if someone only wants to quest in Leaf being from Sand and not do any fighting, their Karmic value can go from 0 to any positive amount and that will make them safe at that village, but having a negative one will automatically make them able to be attacked and targetted by npcs too - Equipment stats, seriously, need sum standards in this game for real lul. How can you wear armor or use weaponry that doesn't give you an advantage just by wearing it, at least use real life logic smh. Start by adding Damage Reduction, Evasion rate, Critical Chance/DMG and Weapon Damage. too lazy to write any more, there's too much I could say, but its already fruitless to suggest this much since it seems like Nin is heading towards a monotony+boring game plan since a long time ago.
    2 points
  3. Mans is innocent ;-; free our boy If the issue is the amount of ryo he made off of pouring his cash into your nin credit gift card system is the problem then just reimburse his creds for the ryo you will take from the Cartel and others "dupe" scam. He got banned for having an abundance of ryo from cred sales cause people would rather grind out some ryo ingame and pay for creds than go through the trouble of spending actual cash. He still paid hundreds of $ for the creds he sold and gained ryo in return if thats bad then add to your TOS "no selling creds for ryo" cause he got banned for making a profit off something people do all the time #FreeMaitoDai #Don'tBanAestheticforthispost
    1 point
  4. Right now, the way that the map is set up, it's possible that they will all spawn in the back room, locked behind a 100 snake venom quest. The problem with this is that people who need snake venom can't reach the snakes. I think the mission should stay the same, but the rooms be separated into different maps.
    1 point
  5. 1 point
  6. all shit posting aside ainz made a good progression layer for snake lair cos the boss is criminally underused and needs balancing
    1 point
  7. Instead of posting this you could be grinding snake venom from regular snakes till you unlock the second floor like the rest of us
    1 point
  8. Hmm both rooms should have different spawns of snakes, not share the same spawn timer. The first mission is to unlock 2nd room (tele pad) with 100 venom. Possible add a 2nd quest in the 2nd room to kill x amount of snakes for 50k exp to unlock third room. Third room will have final quest to defeat manda (150k exp). Therefore, snake lair will have a cool quest line instead of locking Manda to lvl <30. @Ueda what do you think?
    1 point
  9. 1 point
  10. All items should be tradable
    1 point
  11. Hi! A certain idea for an interesting diversification of the game was born in my head, which could complement the three fighting styles ninjutsu, taijutsu and at the moment completely omitted genjutsu. My suggestion is that you could introduce one skill to affect your opponent's mind, and it would work in a fairly simple way of reversing his movement keying for a while. A second skill, on the other hand, might be to disperse the genjutsu that teammate could cast on person who was already in a controlled effect to completely cancel. To all this, one could introduce a small effect changing the screen of the person in genjutsu to slightly red or foggy.
    1 point
  12. Something I've noticed the past couple of days of playing is that raids are kind of weird. You are punished for having an inactive village so less people would want to join your village. At the end of the day you make populating a village harder because leveling will take longer. I also feel like a lot of raids are done by 2 or 3 people instead of an all out scale war like they are intended. That's why I want to propose this suggestion. I feel like each tower should give a set amount of exp to the attackers in the map. Of course if two villages are fighting for a single point, it would go to the village of the person who last hit it. I believe that this method would promote raid squads but also promote large fights for village points. This would also give people something more beneficial to do every 2 hours instead of waiting for missions.
    1 point
  13. I feel like the problem is that majority of genjutsu are non-damaging. I'm not sure how we could balance out the tree at this point. A lot of the most useful genjutsu in terms of gameplay are all locked behind the Sharingan. Some that I could think of would be: 1) False surroundings: change a small detail about the surrounding 2) Interrogation Genjutsu: get location of their squad members temporarily? can only be used on people who are standing still(?) 3) Mist Servant: create a massive amount of clones to escape or hide your attacks 4) Bringer of Darkness: surround the player in darkness and they can only see themselves. 6) Kurenai's Genjutsu: bind the user in place and take a slash of damage 6) Temple of Nirvana: AoE Genjutsu Also, I guess we should talk about the counter to genjutsu which is the Release technique. I think if Genjutsu was ever added that the Release technique should also be added as a jutsu slot with a req of maybe 30 to 40 chakra.
    1 point
  14. beside blindness effect there's probably nothing much that can be done rn
    1 point
  15. Its actually good. Keep on the good work. The improvement from your very first rap song to this one is HUGE.
    1 point
  16. Agreed with @Rumaki idea in general. Agree with @Niticomment too, there are some silvers that don't stand out at all. @Ueda has already considered this which is great. Its something that should be evaluated very carefully by the team I think. To me @Shiroubeats me in "achievements" or such as he was Kage and Akatsuki member before my time and spend a long time in these positions. Regardless of me being chunin before him. 1st Jonin in the World, 5th Kazekage, Chunin during Beta. These are my humble achievements in Nin-Online. Those titles can't be ever achieved by anyone else again. I've been part of the akatsuki, puppet brigade, ANBU in one point as well. The titles I have achieved are great, but times were alot different back then. It is extremely tall task to compare who deserves NPCs and who doesn't. I wish for the developer team to reach out to their players and ask what are their achievements, take an average out of their achievements and decide based on that which npc they deserve or if they do at all. For example I'd say I'm not cut for an Akatsuki NPC just because I happened to be a member after the first roster.
    1 point
  17. I don't think you've ever beaten anyone up, in fact you are the one who is stepped on in takumi
    0 points
  18. He's supposed to appeal, not you.
    0 points
This leaderboard is set to Toronto/GMT-05:00