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Showing content with the highest reputation on 02/06/2022 in all areas

  1. 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.
    2 points
  2. 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 reading
    1 point
  3. Honestly I have hosted so many RP events and it is hard to come up with new things. There is too much time being spent making items for 0.000000000000001% of the game that uses the item to trash talk. It would be cooler to make more items at the shops usable for all and actually affordable, not for 40k. Also RP items like fireworks, ale, sparklers, poppers, windmill, roses, tulips, fish, hammer, etc. Stuff to make our own events. The auto events for GMs have improved mechanic wise (besides the bugs). Choosing random people for teams and auto coupon giving is great. GMs however only use these and don't like to make their own ideas for events, they just host other peoples. AND when we have a RP event, people like Mist comes to kill everyone who is lined up at the GMs request. Antar would say, "I am a GM I cannot interfere.", but is hosting the event and should really give protection.... Meanwhile you got Erox picking builds and raiding with Akat..? Rory killed off personalized clans to make official clans that he can have more say over, but there is no mechnics to support a heirarchy or missions for RP events. You need ingame mechanics for official clans because not everyone even knows each other exists before coming into a clan LIKE unofficial clans. And when a heirarchy does exist there should be a good unriggable way to change roles. PvP does need more content because it is mostly dead hours until zerg fights, however DON'T KILL OFF MY RP. >:I *Like if you agree*
    1 point
  4. Its been dead since 2019 because the game was pvp focused since 2019. When we all joined Nin Online, we all joined a Roleplaying game about building your ninja life with a community driven system. Either you like it or not, this is what this game is about. I fairly understand why everyone is more attracted by the pvp aspect of the game. If I give you a cupcake and then slap your face, youre only gonna remember that I slapped you. It is similar here. We joined nin because we loved naruto and its universe. But we only watched it because it is a story based around epic fights. We want our characters to be strong and we all want to prove ourselves as strong figures not to mess with. Basically were driven by our need to shine IRL. We want to feel acknoleged and respected. The problem with roleplaying here is that it is not rewarding to do so. Doing RP missions only pays the genins who recieve the mission. For my part, I grew tired of trying to host different good RP missions wasting my time on doing scenarios. Even tho I was enjoying myself, I felt like others just wanted the xp while I wouldnt get any rewards. Im pretty sure now that Nin Online has only rewarded the pvp side of the game for so long that there are no coming back from it. Its in a set pattern none can imagine differently. Before, when enemies met, there could be dialogs before the fight starts. It truly was epic. But PVP players where the ones to put the most effort in the game and were rewarded for it while RPers suffered from PVPers and didnt gain shit from doing RP. If player buffs were given to RP players who werent mentaly broken by the need to prove a lvl 15 who's the strongest, the game would be way more healthier than right now. But its given to the players who like to hunt days and nights like yamikami. They log for hours waiting in the chakra forest for that poor lvl 28 to pass by. (And he's rewarded for it) I dont wish to keep doing paragraphs and paragraphs none might read so ill just mention some things that killed the RP and player interaction side of the game. 1 - The lack of game masters whilling to RP. (They only do PVP events because its just easier) 2 - group XP split. (forces everyone to play alone) 3 - players buff. ( it just proves that if you only pvp, you will be rewarded by becoming a demi god)
    1 point
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