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I think a good idea for future quest lines is that they should not spoon feed the player with so much information and be more of a mystery on how to complete. For example a lot of quests are just simple grinds for an exp payout like farming 100 penguin beaks in order to complete. Imagine a quest line that is added and the only information we have is a patch note saying it has been added to the game. We don't even know the starting point and finding it is part of the fun. Examples of this could be a new npc to search for in the world, or a drop from a mob that needs to be returned to its owner. Each step of the quest line should introduce a new mystery to be solved, and difficulty can vary based on what the end reward is. This can also facilitate roleplay, since most groups who find the information would most likely want to keep it safe from their rivals. Information itself can become a currency that's to be used within the world. Pretty much, a problem I have heard from Ueda is that content cannot be created fast enough because players power through it so quickly. Quest lines with this approach take a more time to solve than an npc stationed in the mission room who teleports you to a map with linear progression. Also, these types of quest lines would facilitate more movement throughout the game world and help to create more activity in the danger zones. Players would have to spend more time exploring and testing new theories. Some examples: Certain mob drops a letter or document, player can open the document to reveal a message that gives a hint towards who the author or recipient is, talking to that npc while holding the document triggers new dialogue and sets you out on a journey. An npc mentions something about needing a sword to defend themselves, but without mentioning how that sword is obtained. It could be dropped from something, it could be crafted from collecting materials, etc. The point is that its a mystery rather than telling the player directly what they need. These examples are meant to illustrate the idea that I am trying to present, I hope that future development takes it into consideration to help breathe some life back into the game. Thanks for reading.3 points
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I hate it. LOI needs fixing. My point is, I don't mind using clues/descriptions to solve a new questline. It would be fun. But it still needs a good story. And it can't be in a setting like LOI with OP mobs, little drops, and players hovering to take your last hp from you.2 points
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Holy molly id love this i've played so many games with these types of quests n trying to find out everything without being fed infos is so much fun Kinda like valheim @Atrane we kinda had to try out everything and experience everything first hand This would surely open a new path for RP in the game tbh @Atrane the best thing to do is try to create a quest example like that for rory so he has a better idea of what exactly this is about This is nothing like LOI which was a pretty str8 foward quest line it was just mad tedious cuz everything was so tanky n u had to kill so many of them2 points
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Alright ninjas, I'm here today to suggest something that I believe will fix a couple of things in Nin, particularly the open world danger zone scene. Right now there are 2 issues with hunting in Nin: Mapswitch Camping Armies running around My suggestion to fix BOTH these issues with one stone is to change every single map in the game into a war zone except for the Village map AND the new lowbie maps that Erox created a while back. Changing these maps will force people to only hunt in a maximum group of 4 as any more will hinder them, this will inevitably change the Mapswitch camping and army meta and diminish it. Ninjas will have fun fighting small skirmishes across the Nin Online world. This also heavily suits RP, during the majority of Naruto it was always groups of 4 hunting and ONLY during war will a village mobilise it's army to fight. In turn this will also make the War Event something to look forward to and viable as the main forces will want to fight big upscale battles for glory and prizes since they wouldn't be able to do it on a normal hunting day. Some issues that people might have is "how about the safe zones that are made for lowbies". Well to answer this, right now those same lowbies still die in safe zone, so it's not really saving them from anything and with the addition of lowbie maps behind the Village maps, lowbies have never been more safe to farm and level up. I personally believe this change will fix the problem we're having in the danger zones, @Ueda I implore you to initiate this on a test run. For 1 month implement these changes and if there's a backlash or negative impact then simply change it back. Thanks for reading1 point
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Table of Contents Introduction Choosing your village Leaf Passive Hidden Technique Summons Clans Sand Passive Hidden Technique Summons Clans Mist Passive Hidden Technique Summons Clans Stats Strength Agility Intellect Chakra Fortitude Masteries Fire Wind Lightning Earth Water Medical Weapon Taijutsu Teaming Up Missions Daily Missions Roleplay Missions Level 20 Story Questline This will be a guide for levels 1 to 25. Each section will be focus on a village, their clans, their hidden jutsu and their leveling spots. There will be a general section at the beginning that will focus on information for every village, stats, level up event and more. I was exiled from Sand for making this guide, so make sure to drop a like Introduction Choosing your village Each village has their own pros and cons. Their own hidden jutsu, their own passives and their own clans. Leaf Passive The passive for the leaf village is the Will of Fire. In the first 10 seconds after fainting, there is a 5% chance that the player will get back up with 10% of their maximum HP and Chakra. This can trigger multiple times during a fight as it is a percentage chance. Hidden Technique Gentle Fist is the hidden technique of the leaf village. This line of techniques are based on Strength and require the Taijutsu Mastery to use. These techniques include Pressure Point Needle Technique, a jutsu that requires 100 chakra to use and buffs the user's punches based on their strength stat. Unlike most techniques, the Pressure Point Needle Technique utilizes two stats, Strength and Agility when calculating damage. Gentle Fist has a variety of techniques that are either ranged or close ranged. If you choose the Leaf village, this would be a mastery you should explore. Summons The two summons that are only available to Leaf ninja are the Toad summon and the Slug summon. The toad summon is an attacking summon that will often flicker and shoot fireballs. The slug summon instead is a healing summon that can heal allies. All summons use their own independent stats and increase their damage with the level of your summoning jutsu. Clans Sand Passive Unlike the leaf and mist village, sand's passive is based on the Cloak of Invisibility Jutsu. When you create a character in sand, your cloak of invisibility just is already maxed. This means that when you use the cloak of invisibility you are unable to be detected. However this is still dispelled by the jutsu Sensory. Hidden Technique When you pick the village hidden in the sand and you select wind as your mastery you will be able to equip the Fan weapon. This weapon is ranged in nature but attacks a lot slower than most melee weapons. On top of this being a weapon you also have access to the several jutsu that can only be used with a fan equipped. These techniques range from Tornadoes, cyclones, knockbacks and homings. Summons The two summons available for the sand village are the Weasel and the Hawk. Unlike most villages, these two summons are separate in that the Weasel summon is located in the Jutsu Scribe store and the Hawk summon is located in the Aviary of the village. The weasel summon attacks using a wind AoE jutsu while the hawk can stun and apply bleed with wind slash. Clans Mist Passive All mist ninja are able to walk on water without losing chakra. They can also charge their chakra on water and regenerate if they stand still. While this doesn't sound effective in combat, certain maps require the traversal of water to reach, allowing Mist ninja to engage on water while their enemy is out of chakra. Hidden Technique The mist village's Hidden Techniques revolve around the pipe weapon. Giving them a wide range of bubble abilities. The pipe is a weapon that places bubbles on the field which will snare enemies in them temporarily. Along with the pipe you can also use bubble techniques that focus on Snares, Knockbacks and more. Summons The two summons reserved for the mist village is the Panda and the Clam. The Panda has melee attacks with a strong stun while the Clam also has a stun but is a stationary summon. Both are sometimes considered to be the best summons in the game. Reached the file upload limit... Clans Stats There are 5 stat points in Nin Online that you may utilize while leveling. Strength, Agility, Intellect, Chakra and Fortitude. Stats may increase damage of attacks or the amount of health or chakra you have. Techniques have stat requirements as well as level requirements. Weapons also have stat requirements for you to use them. I'll go over the stats in the game and what they are used for. Strength Strength is utilized for most weapons and their techniques. This means that Swords, Fans, Pipes, Melee Kunai, Poison Kunai and Throwing Kunai all use Strength to increase their damage. The only exception to this is the leaf hidden technique Gentle Fist. Since many of these techniques are melee based it is often suggested that you add more fortitude than strength as you are going to get hit a lot. Agility Agility is a lot less versatile than Strength in terms of use, however it ends up being one of the strongest 1v1 mastery paths in the game. Agility affects your movement speed, your punching speed as well as your punch damage. This means not only does your damage raise when you put in your points for Agility, you also increase your attack speed meaning you can hit multiple times a second. Intellect Intellect can be considered the most common stat to be used in the game since there are 5 masteries that entirely rely on it. On top of that, Medical and Weapon masteries also have Intellect sub-paths. There was a weapon that was recently added that requires Intellect to equip which is called the Adamantine Staff. Chakra Chakra is a universal stat required for all techniques. The amount of chakra and the amount of chakra you charge is determined by your Chakra stat. The formula for chakra regeneration is (Chakra Pool*0.5)*0.1 then round that number down. Medical Mastery is the only mastery that utilizes Chakra as a stat for damage as well as healing. Fortitude Fortitude is another universal stat however no techniques or attacks use it for damage. This stat simply determines how much damage you can take before dying. Since this is a PVP based game without any form of armor or defense, Fortitude is one of the most important stats in the game. Fortitude will also determine how much you regenerate over time. This formula is a lot more simple in that it uses the amount of fortitude you have as a stat to determine how much you regenerate. If you have 70 fortitude you would have 750 health and you would regenerate 70 HP every 5 seconds out of combat. Masteries There are 8 masteries in the game. 5 elemental and 3 non-elemental. When you achieve level 10 you will be able to pick your first mastery. When you reach level 50 you will be able to select your second mastery. While the masteries are meant to be balanced, there are some that either are strong on their own or are strong in combination of each other. This is a beginner guide to determine how the early levels will be, so this guide won't go too in-depth of what masteries are the strongest for PVP or Raids. That kind of information will be included in a guide later on. Fire Fire is one of the hardest masteries to use in combat, but it ends up being really effective in farming and leveling up. Because of it's damage over time as well as the amount of area of effect techniques, Fire may be one of the best PvE masteries if you're interested in leveling up fast or farming for drops. Wind Wind is similar to fire in a sense that a lot of their attacks require aim. However Sand has access to hidden techniques under this skill tree which makes them more adept with the Wind mastery. Some wind techniques cause bleed while others knockback. They also utilize a homing technique at level 25. Lightning Lightning is one of the hardest techniques to learn for several reasons. Your jutsu are staggered in levels in a way that your first jutsu is at level 10 and the second is at 16. This means by level 35 you're a jutsu behind every other mastery. While at the beginning Lightning is one of the hardest PVP masteries, as you master your jutsu you're able to combo majority of your techniques. This is one of the only masteries that allow for this to happen. Earth Earth is regarded as one of the best masteries in the game for its versatility in being a secondary mastery at level 50. Earth has two techniques that don't require aiming, one of the longest snares in the game and one of the best slows in the game. This is why some prefer Earth as a secondary as it allows them to land some of their stronger jutsu with ease. Water Water element is another good secondary mastery in several senses. The technique Water Prison is great for locking down a target for combos and you get another substitution technique. Water also has a lot of area of effect techniques that make it a good mastery for farming and sometimes leveling. Medical Medical’s main focus is based on support and healing. However it also comes with a lot of offense. Techniques like Poison Senbon, Poison Scalpel and Poison Cloud are all attacks while Treat Wounds, Mystical Palm and Cell Regeneration are support techniques to use on your allies. This mastery is the only mastery that uses chakra for requirements and healing. Weapon Weapon Mastery has two paths that can be utilized. There is a more support approach by using traps through the intellect tree. Then there’s the aggressive approach which is through the strength tree. Weapon Mastery is hard in a sense that a lot of the strongest swords in the game require over 100 stat points into Strength to use. However you are rewarded with the amount of quick combos you can land with their flicker techniques. Taijutsu The most aggressive play style in the game is rewarded to Taijutsu. Taijutsu has a faster attack speed although it is the closest range. Taijutsu also contains a lot of jutsu that will interrupt opponents while they are casting. With techniques such as Youthful Springtime you can further increase your speed and damage. This mastery relies purely on Agility, unless you are in leaf where Gentle Fist’s damage is mainly using Strength. Teaming Up Creating a squad while pulling missions is one of the better ways to get them done faster. Most of the missions you will receive are based on killing a certain number of monsters. If multiple of you share the same mission you will get it done faster. There are also Roleplay missions which require 3 members and a high ranking villager to do. When killing monsters in a squad you are given 60% of the EXP from their kill, however the trade off is that you only get 60% of the EXP from the monsters you kill as well. This means in theory while you are killing twice as many monsters, you’re only gaining about 20% more exp than you would have been playing solo. When you have 3 people in your squad you get about 47% of the exp. In theory you would get 143% of the EXP in a squad of 3 and so on. Missions Daily Missions One of the fastest methods to leveling up is doing missions. At the beginning you'll get a very small amounts of EXP but the missions are also very easy. As the difficulty and danger in mission increases often times does the reward. When you finish the test at the academy you'll be taken to the mission room in your village. At a low level you will get the missions Bad Larva, Take out the Trash or Defeat Spiders. As you get to higher levels the missions will change. You can only do 3 missions a day, and if you have a mission left over from last time when they reset that will count as your first mission for the day. The higher the rank of mission the more dangerous it is. Some may require you to infiltrate other villages to steal documents or spy on the kage's office. Others might require you to kill other players. With the added risk of dying, some missions might reset if you die. These include Village Entrance Guard Duty, Survey Village Entrance and more. Roleplay Missions Roleplay missions are different from Daily Missions and require a certain level to be reached in order to get them. Unlike daily missions RP Missions will need you to find another player to host. These players need to be Chunin rank or higher and you will also need to find other players to join your squad. Each village has different takes on each RP mission, so it's hard to create a guide to them. However the main takeaway is that Roleplaying is also an important aspect of Nin Online. Be sure to stay in character during these RP Missions and follow your teacher's guidance. Level 20 Story Questline still in progress Thank you to @Lumy for reading over the guide to give guidance on edits.1 point
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Fax. The quest are so linear to the point where in the Train arc when you have to gamble to get back the keys I was like “Oh this is unique.” Lol but in reality it’s not just all the quest are cut and print. Hope Rory does take this idea and make something interesting.1 point
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Exactly its legit helping the villagers to overthrow the loi leader, and good luck doing it solo. Especially as a non elemental1 point
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would be very cool ngl1 point
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nothing worst than meet 10 enemies when you want hunt with your 2 friends, in that situation all depends on map lock's and literally you can do nothing when enemy lock you at map im support this idea1 point
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Velvet's fast hands were felled by a pack of wolves and scorpions. After an unconscious fight for her life, she was put back together in the medical facilities. Nightmare filled sleep awaited her, but she rose with the morning light. Determination coursed through her body as she radiated hope. He hands would become faster.1 point
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Velvet was eager, bright eyed and bushy tailed. A newly minted Jakusha hopeful sped down to the killing fields. Hundreds of dead local fauna would lie lay in her wake as the day wore on. This gal had fast hands!! Any reason to keep the early level items over selling them? I'm a new player on a blind run in the sand so I don't want to wiki too hard. The world is so big right now.1 point
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It's worth at least trying out. If it becomes too harassing in previous safe zone maps, it can get rolled back 1 map at a time till we're happy. But for sure the game would benefit from current DZs becoming WZs at least.1 point
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Yes, This game need more war zone's, that what i say a long time ago. That will force players to create a real TEAM with their own GOALS in battle field. In this case the group of 8 training together players can be more effective than group of 18 randomly players. /edit Also that will force Kage's/Villages to create tactics and learn people what is their role at battle field, i think that give a little more immersion for players and Role Playing. At the moment players just spam their AoE and have hope they hit anything, with war zones instead danger zones we will probably see villages have a requried for villages hunt like same uniform's for make them easily to notification did he is enemy or mate -> thats another Role Playing aspect. Have a good day1 point
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1 point
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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.1 point
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Hey everyone, most of you know me and some of you don't which is okay. In 2017 I became a player of this game and saw the good and the bad of it. I saw friends stay friends and friends becomes foes to become friends all over. I was there for everything and been a part of everything regarding BIG Orgs when it was called Orgs. I've held legendary weapons and cosmetics while having the best drip not once but TWICE! Like all good things though, they eventually come to an end which is where we start. I will be quitting Nin as a pvper/player but will occasionally login to see the new features/changes as well as chatting in the discord. I enjoyed my time on the game playing, doing tournaments, grinding with others, and the competitive shit talk. This is probably one of the games I've played the longest on PC consecutively and can say I'm just burnt out on it. No offense to the hardworking staff or past staff It's just like constantly playing any game you get tired eventually no matter how good it is. I still have people I associate with outside of this game and some people i will forever talk to but anything regarding Nin i will not participate in unless it's to become a Mod and just host events and handle issues if given the chance. Was Nice playing with you all and hope to catch some of you on other games, gaming systems, and etc P.S. I will be playing Pirate Souls when it launches and other games so i will drop my tags below. PSN: Lord_JunPachi Name on any game played: Jun, Pachi, or JunPachi Twitch: http://twitch.tv/junpachi JunPachi - YouTube0 points
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