Leaderboard
Popular Content
Showing content with the highest reputation on 09/05/2023 in all areas
-
@Erox @Kin @Shissei @Dora @Gol D Roger @Unkofakits @Steezo @Esty @Donatello Johnson @Sukki @Kuhou @Genshin @Vipe @Strength @Black Rain @Yashagoro @JunPachi It's time. My brain must go to work. Level 60 Arc; Road to Land of Lightning Make a Bridge at Leaf Training Ground that goes East and paint the map to the North. Add the following mobs to kill on this route: Jellyfish, Seagulls, Pelicans, Parrots, Dolphins, Whales, Sharks The Land of Lightning should have another rogue spawn, bingo house, and a Daimyo that can give them missions. The Land of Lightning also needs a second boat ride for the ride to the shore, which will lead up a mountain top into the peninsula for the Village Hidden in the Clouds. A GM should start as the Raikage and we should get what was intended to be STORM STYLE (from advanced/combined in the past) as Cloud's Hidden Mastery. I want a lightning and a water dragon to cast in the form of an aoe. You're such a rude guy bro nobody asked.2 points
-
I started playing this game 2 months ago. I brought with me more than 20 players to play with. We all started knowing nothing in the game, exploring and reading the tutorial... in the moment, I'm the only one who is still playing the game, and that sucks! The "conversion" from beginner players to veterans is between 3-5% currently. This does a lot of harm to the game, because it has many new players, who end up giving up, losing interest and never coming back! so maybe we should find out why and try to fix that "conversion" to a higher number! HERE IS A LIST OF SOME REASONS THEY QUITTED THE GAME: 1. Super boring to level up until 20. 2. Boring to kill mobs with almost no jutsus avaiable. 3. Extremally hard to level up in the first levels compared to other games. 4. Spam-killed from higher levels of the other villages. 5. Unable of finishing daily in other villages because the higher level kill the lowbies all the time and there's nothing they can do. 6. Economy broken they have 0 ryos to do anything, not even for tools. 7. Bugs in the game, crash in some maps and also the lack of content in Portuguese. This is only a few of the reasons. I can go on with that list but I feel like you already got my point. thanks.2 points
-
Its not about fast leveling, its about giving new player guidance, a direction they can follow while experiencing NinOnline for the first time.1 point
-
Rework some of LOI missions - in the past collecting mission were nerfed not to feel impossible (cbk's / ww's / Bloodpuppets were all toned down to be semi easier solo) - do the same with LOI missions. As a Tai / Str WM user, collecting 100 plus iron pieces, leopard tails, killing 200 plus high lvl mobs is ridiculous and torturing, hence why so few players have actually attempted to play LOI. This will make leveling from 52- ish to 60 semi bearable.. Ty for reading Making Mist more active - yes this issue is more of a curse at this point - but go back to the root question... Why do most mist mains go rogue? Its all about distance. ST / Bandits is more or less the Centre of the NIN world - running from Takumi / Leaf / Sand to Bandits is more or less the same distance. BUT Mist is its own little empty world. - Making the distance and running time for Misties the same as other villages to the centre will make some consider staying mist imo.. Here are 2 possible fixes: 1) make boat ride free and instant from port to port for Misties, - other non Mist Pay and take 3 min ride. or 2) Delete the port and boat system, with ocean maps all together and make it like 1 large CF / Big desert sized ocean map between Bears and Mist Foxes.1 point
-
I voted for etc. Basically I think that improving the early levels *somehow* would benefit the game, but in the long run I would much more love to see mixed jutsus, that allow for much more variety. Having those combinations matter, will give vaterans a long-term goal in trying out all the new combinations and styles. (Daidai explosion style when? :D) If the focus for ,,new player" is only adding a few quests in level 5-15 range, then in my opinion it has a rather weak impact once this arc is done and new players hit all sorts of things. Basically the list that VLXD wrote above and that I wholheartedly agree on. Starting even with something as the choice of your specialization. Medic and especially int WM do effectively pay 2 ryo each time they use a jutsu. This is something that should be added with red exclamation marks in the specialization selection screen. And generally those descriptions should reflect much better what those specializations really do instead of some fancy fluff words that just sound nice. As someone who returned after 6 years I might see certain things differently from the core player base, but in my honest opinion, there are a lot of things that cause frustration which cause to drive players away. Like (as VLXD already mentioned) getting stalked and killed by high levlers without a realistical chance to fight them, repetitive dailies and a ton of dailies that rate very high on the *just abandon, it is not worth it* list. In case it helps: what did drive me personally away 6 years ago was getting repeatedly killed at larvas, leaving me unable to reach level 10 comfortably (Sand). I am glad that current Sand's situation has now a lot of active players and I did not experience such a situation to the extremes as 6 years ago, but it is something that can still easily happen at certain times with low player activity of the ,,strong protecting" group or low player activity in general. Oh and there are tons of bugs, that also leave a bad impression, but those in details don't belong here (I will make a separate post about that soon) TL;DR: New Jutsus of combined masteries are good. New Player experience does not end at level 15 but includes the whole range till 2 masteries; and that thorny path really needs some rework. PS: Sorry for much text :P1 point
-
1 point
-
Mission Adjustments Dailies I personally would like to see Daily missions fixed. Daily missions before level 25 do not give enough experience and then 25-26, you start getting all these un-accomplishable hunting missions that would give you enough experience. Then later on all you want to do are hunting missions and abandon the rest... - Remove lower level dailies from higher level roster (i.e. 31k relaxation for people needing millions of xp) - Increase experience for lowbie missions like hawk down that give less than grinding for the time spent. - Add more missions to the daily roster so it's not always the same thing. Arcs I think the arcs would benefit to some DLC. - Add a part 2 or extend missions to 20 arc/ toad arc/ 40 arc/ LOI. Side Missions Late 30s and 40s are pretty slow and could benefit from some side missions. - Add side missions to Sewers, Scarabs, Ant Hill etc I am happy to come up with some missions that could be added too just lmk if it's something worth investing in.1 point
-
I think the game should have diversified jutsus for each element, for example level 10 has 3 different jutsus, so the person chooses 1 of the 3 to use in his build (not being able to use more than 1) it would have great varieties of builds1 point
-
I think the low level experience could be better so a dedicated arc with more actual content would make it way better. I would set the needed level to 10 since after the welcome to mission line and a bit of grinding you can hit lvl 10 fast. A way bigger gap are lvl 35 to 40 and 45 to 50. Since I made a post for recalculate daily mission xp Link to the Post here the overall level experience would be way better. I think there are too many missions dropped because they aren't worth the time doing them because the amount of xp they give. And any mission should be worth to be done because someone spend time creating them. What I personally miss is the lack of content after your daily missions. Since you get your daily missions from the village mission desk and only there, why shouldn't we get other missions from different villagers (npc) as well? There are some open world missions as well just to be clear. For example a local fisherman that gives you x missions to catch different types of fish for x amount of xp and ryo. And maybe one weekly mission to catch a legendary fish for big xp. Same as gathering missions like the medical III dailys, the time you need to complete the mission is huge if you aren't rich and need to do it from scratch, so make this kind of missions not a daily but maybe weekly extra mission. As for content I would love to see instanced pve content like bosses with random loot tables you could join with a group of upto 4 ppl to try and kill a boss. Entrance fees could be big amount of farmed items or special boss coupons earned during events or traded for items. Ah and for the grinding guys out there, the mob xp after lvl 30-60 should be set to a realistic amount. I could do some math for calculating mob xp if needed.1 point
-
I personally think Jinchuriki and Special Techniques are extremely high priority, me and a lot others have been suggesting both of these things for YEARS. BUT!!! I think the highest priority should be Advanced Masteries. Hear me out, I know a lot of people have given up on this concept as a whole but think about how the older players would feel if Advanced Masteries were added, everything would come full circle. The addition of Advanced Masteries not only would bring back something that was promised, hot so many players hyped, then was cancelled, but it would bring something that this game sorely needs, DIVERSITY! This addition would easily take the game from being maybe 5 different mastery combinations (let’s me honest everyone just finds the meta and does basically the same thing) to countless play styles. Some people would have wood release, some Blaze Release, Lava, Storm, ALL of it. Not to mention the people who would go double wind for example and be able to finally use that Rasenshuriken that we’ve seen flashed around. Okay i’m done ranting but really take into consideration what this kind of addition could mean for the game and the player base going forward. Thank you for reading <31 point
-
Oh. In that case, remove the thousand character text at the beginning and replace it with a video explanation that features a well renowned or a group of renowned players that are able to stay on topic and break down what their first couple days of Nin Online will be like. We live in the world of video tutorials atm therefore text tutorials are seen / viewed as annoying or outdated. For reference, I'm talking about the room in the academy that explains everything and you have to press Z a thousand times. Also, for people who aren't new it's amazing to be able to skip the test, but for someone who is new it probably isn't the greatest idea. If the person has played Nin Online before it should register on their IP that they're able to skip the test imo. Then again, what do I know mate? You've done an amazing job leading the Nin Online advancement ever since it was placed in your care and I have full confidence you'll continue to take Nin Online to new heights. @Erox New idea: in order to focus on player retention, change the way the punishment system works. How can you expect player retention if all you do is ban them?0 points
-
I dont have access to the necessary art to handle this task, i do however understand and agree with Rory's reasoning as of why it was canceled0 points
This leaderboard is set to Toronto/GMT-05:00