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Showing content with the highest reputation on 05/25/2022 in all areas
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Why it needs to happen With steam release around the corner and a popular Youtuber already pointing to the outdated mission system being too overbearing and uninteresting, I believe it's time we finally fixed it. While many of us have sat through hundreds of daily missions, throwing some away, it is one of the worst aspects of the game. The rewards can be great, often times not. They can be the difference of leveling up in a day or leveling up in 3 days. There are also a lot of oversights in the current mission pool that we need to discuss, so let's start there. Simple changes Some of the changes that need to be made are relatively simple. Whether it's an increase in exp for difficulty or decrease in requirements and exp to make the mission process a little easier. Let's begin with Danger Dangos. tl;dr: Double the EXP of Danger Dango and make it a C-rank mission OR repurpose Danger Dango as a B-rank mission with 10k exp reward and create a new D-rank mission to obtain Sake from Tanzaku. Lost Puppy/Lost Cat Being someone who doesn't do mission until level 16 I haven't gotten this mission in the past year that I've been playing. A very simple fix for this is to increase the level pool for this mission. It gives more EXP than Danger Dango and is a lot more interesting in my opinion. It could be chance that I never see this mission anymore, but it was always more bearable than Danger Dango since you had to travel less time and you could die during it. Mob Kill Missions So what is the solution? There's several; Increase the amount of exp for the mission. OR Increase the amount of money for the mission. OR reduce the number of kills required for the mission while keeping the exp the same. OR include blood pills I in the mission reward. Since these are the beginner missions, most new players are going to die on them. Rewarding them for the blood pills they might have used to complete the mission or rewarding them properly is what we should be doing. The fact that you get 8 spiders worth of exp for a mission that requires you to kill 90 of them is just criminal at that point. Player Kill Missions This is a weird one as there are people who hunt, people who buy kills/bounty and people who use alts. However there are some exp discrepancies that need to be addressed. Waging War II per the wiki gives 87k exp for 5 kills. Cold-Blooded Killer III gives 87k exp for 8 kills. This is a problem for several reasons but they are all pretty obvious. I would also like to add that Bounty Hunting is hit or miss entirely based on who you come across. For Bounty Hunting II you need to collect 30 Ryo. This can be the difference of killing 1 person or killing 8, entirely depending on their bounty. Simple solution would to be increasing Cold-Blooded Killer exp. It's hard to gauge if Waging War or Bounty Hunting's exp should be increased due to bought kills/alts. New Missions We have a lot of new systems since these missions were introduced so it's about time we utilized them. Medicine Delivery I - D-rank Medicine Delivery II - C-rank Crafted Concern I - C-rank Crafted Concern II - B-rank7 points
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Each Jutsu can now have different Stat Scaling Jutsu Descriptions will also display how much it scales. In the old system, all STR jutsu scaled 33% and others scaled 60%. Now each individual Jutsu can have any percentage, even negative stat scaling, or 5000% stat scaling if we wanted... (but why?) Warning: This was a big rework of our stat scaling system as a whole and as such, some inconsistencies might occur. If you notice something working oddly, let us know immediately! Jutsu with Multiple Stat Scaling We can now add jutsu that scale with multiple stats. This will be useful to add Combo Mastery jutsu and Clan jutsu, where we want it to scale with multiple stats eg. Strength + Intellect. For the time being, this is used on Fuuma Wind Shuriken. Improved "Item/Inventory No Space" Handling Quest Items, Sealable Scrolls & Rewards are now sent to you via mail if your inventory is full. Warning: This is a huge change to how a very old mechanic worked. There might be a few edge cases where this might cause some sort of error or exploit (hopefully not). If you do find one, report it immediately. Abusing it will only lead to getting permanently banned when you are discovered. Fuuma Wind Shuriken will now scale with Intellect, Strength & Agility We've added the feature to make Non-Mastery Jutsu like Fuuma Wind Shuriken and future Clan Jutsu scale with multiple stat points. As long as you have the stat point in an attack stat, it will scale with it. Adamantine Sword speed reduced from 1.2s to 2s I hadn't touched the balance since it was created in early 2021 because nobody has it, which is why it was so weird. Renamed Iron City HQ to Iron City Tower Reviewed and corrected hundreds of Jutsu/Technique Descriptions Also removed the stat scaling info from the description and moved it to the new feature (Admin/GMs Only) Fixed bug where every map change would result in an error message/warning (Admin Only) Set Item fixed Our event editor "Set Item" is also fixed now for the first time since 2016-ish. One day, Seth just decided Set Item action would do nothing if you didn't have the item in your inventory. When it was originally meant to Set it to X amount even if you don't have such an item. Added "No Trap" tiles to Iron City Towers/HQ map to prevent cheesing Nobu Fixed Cheesing Dark Monkey King Boss Fixed visual bug reported here6 points
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