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Showing content with the highest reputation on 02/05/2022 in all areas
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Currently Earth mastery is just too good at too many things. It's the best teamfight mastery while also being among the strongest 1v1 elements. It has a short CD single target homing, high base damage jutsu, the strongest snare jutsu in the game and a wall that counters a lot of combos. Earth Pillar - increase the CD to 19-20 seconds. I don't see why Earth which is known for being a slow mastery has the shortest cooldown homing in the game. Earth Prison - reduce the snare time to 2-2.5 seconds. The current duration of 4.5 seconds is simply too long when you take into account how many targets this jutsu can hit. Water Prison which hits only 1 enemy snares for 3.5 seconds so I don't see why Earth Prison snares for so long when it can hit 60+ enemies. Earth Spikes - give the jutsu 1-1.5 sec selfstun or make it a 1 second run cast. It's a triple tile piercing projectile that can multihit and hit for up to 20 tiles range. Every other piercing projectile in the game has a cast time and has nowhere near the range of this jutsu which is instant cast and deals 44 base damage. Another thing that could get looked at are the base damages of Earth jutsu which feel a bit too high compared to other masteries, considering the AoE and CC that Earth has.1 point
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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.1 point
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This could be a good idea or not, but my other post gave me a idea about the actual missions right now. I though it would be cool if missions had a re-make once a while, its obvious they'll get boring after a while, no matter what (depends on WW/Vmw and hunting missions) but these type of re-makes would be very fresh for the game, and the excuse would be like ' the needs of the Kage has changed' in other words, that he doesnt need to get more documents cause they are safe now, like some type new stuff that could be fun and fresh. Some examples would be: -Docs missions to 'Scroll spy mission', where you need to talk to a spy/villager in the village for the scroll, i think it would be cool if that 'villager' had different spawns, like each 30 minutes he can be top right or bot left, obviously the mission should give more EXP or more ryos, and like the mission below, if you lost that scroll the ninja that got it can sell it for 150 ryo to any shop or sell it back 150 ryo first time/50 2nd / 0 3rd and a cd of 20-30 minutes. -Spy hokage mission to 'Kage's products' where you need to get to a guy, somewhere can be inside a village or outside, can be decided by you guys, to get products of the kage(food,weapons,etc), or scrolls full of info back to the hokage office, like 2 atleast And i just though that for this mission, the scrolls/the product would drop like dangos, and people could sell them for 100 ryo /50 ryo ea, and these scrolls only would work with the guy of the mission, couldnt work for another people missions, and the guy that lost them, could buy them back, and the guy that got them could sell them back to the owner, and the NPC would have a 20 min cd each time you lost the product, this would obviously be a lvl 45-50 lvl mission. for avoid exploiting the guy that got the product and sold them would be able to sell them 1 time, or 100 first time, 20 next time. making people need to do meetings for the product like in the anime these missions COULD also work in takumi since the daimyo need products for himself and info of the others villages I think atleast these 2 missions would be cool to be implemented, more likely the 2nd one in my opinion, would bring people on DZ'S and DZ'S would be more rewarding, since people would be more interested on doing these missions and there 45-50s people will probably have a scroll you can sell to the shop or to the owner for ryo, could be more fun, since its been the same and not different for around 5 years or so. @Erox Forgot to say that the cd would be 4-8 hours, can be more or less depends what ueda wants, to be able to sell them to the highest prize to the shop. and name that the result would be type like Owner : 400 for the scrolls! Thief/seller : I want 800! Owner : Nah Thief : you wont get them back then. Owner : *Comes back to the NPC after 20-30 minutes* that means that if he rejects, he will have go back to the dzs for head to the NPC, that means more activity to Danger zones.1 point
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I think the idea of cycling in and out new daily missions could be interesting but it still doesn't address the problem that max level characters really have no reason to complete them besides the ryo. Maybe instead of just cycling for no reason, the village score system could be put into use and help to unlock new and better missions for your village. For example, if a villages manpower is high enough they could unlock new variations of something like waging war/cbk that requires less kills to complete, offers better exp/ryo, or gives other benefits. This thinking could be applied to other missions as well with their corresponding points. Also, to help make sure to keep the points in check they could be reset monthly to make sure one village doesn't just build an insurmountable lead.1 point
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1) copium level cap will increase 1 day copium 2) character progression beyond just straight up leveling can be achieved from quest lines. Like how right now bosses drop weapons after an insane grind with insane probability. The reward for these quests could be something like access to crafting tables, access to shops, access to maps, etc, rather than being about the exp. Like you said, once we reach cap we don't really care about exp. 3) The essence behind this post is to generate more reasons to travel within the world and cause more reasons for players to cross paths and have confrontations. (PVP )1 point
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I though that @Ueda& @Eroxshould do like some type questlines but not that actually for lvl up, could give some exp but the main purpose would be like for unlock new cosmetics and new type of tools like smoke bomb, thats one of the first ideas i've had, since im not a naruto fan,but these questlines would happen in a village or something like that ( a Danger zone) and would unlock some new abilitys, tools and cosmetics, or atleast 1 of these. And following @Atrane's post The quests would give barely some info, maybe a name, but the point is resolve the mystery, but would be rewarded in a good way, or ryo, cosmetics, abilitys, or new type of tools (which is the one i most like). That would result in people roaming dzs, villages, etc for find the said person or object, cause its honestly not fun the missions right now, always go to this area then come back, more than a adventure is just a (just do it for exp) no fun or anything that actually incetives us to go do it but for the exp and the think of ''i will have 5 stats more in 2 weeks'' and thats the truth. Rumaki response to atrane's post makes sense , searching for stuff gives fun These things would result (more likely obviously) in: 1. People would need to go to danger zone for get these rewards, which would make people go out of their villages to DZ's making DZ more active 2. Would give alot of activity to the game 3. Everyone or the majory in the game, wouldnt want to have disvantadge, so majory of the people will do the missions, that means constantly atleast 4-5 persons more going dzs daily for atleast 1 hour for do atleast 40% of the bandit questline In resume: it would bring fun back to the game and people constantly going dzs cause no one likes being on disvantadge, some new mechanics and new stuff Some things i ask is, its better if u got these things by completing the mission, not making people pay 20k ryo cause farming in the game is NOT fun. If there are bosses on jesus christ dont give them 5606006k HP plus 800 Dmg per melee,thats annoying and make sure bosses jutsus dont make us crash. Obviously wouldnt be quick to do it but the result would be perfect, bandit questline did good on missions, also on giving not much info, and bosses not 45234324k hp. Thats all i've got, i'll read you guys response, and sorry if my english is not good.1 point
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Dear Ninja, This questline has been in the making way before my time on the Nin Online development team Its been through a lot of changes and hard work put into it Following the "Land of Waves" Arc, the new location comes with a level 40-50 story arc. Nin Online's main story missions take place in a chapter format that all start from Mission Assignment Desks in each village. This new location contains 14+ quests, new items, enemies, bosses and more! Thank you to @Sezu for laying the initial idea down and @Ueda for being patient with me while I balance out some stuff irl (Also for making the format for this post lol) all love Regards, Erox To discuss this announcement, reply to this topic: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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