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  1. This is damn near close to what the new War Event is gonna be, The map point system was never finished or was overlooked (its a long story but still in the works) Anyways this was a fun read!!
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  2. Player Preface^^ Nin Online 2.0 (Ninja Wars Vision™ pitch) I want to pitch a Vision™ for Nin Online that I think can bring players more progress and gameplay stimulation by leaning into some of the key reasons listed above on why current and former players enjoy Nin Online, without changing the core of what Nin Online is and has always been. The primary focus will come down to reworking two of Nin Onlines features, creating two new features, and creating one new NPC(at least): Ninja Wars and Ninja Scores! We'll talk through how the current Nin Online Village Raids system works and my proposed changes to seeing it reworked into what it could become, a long with a new gameplay scoring metric it could bring. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Wars! The biggest change for my Vision™ pitch comes from Nin Online's current Village Raid gameplay Current Village Raiding works as follows: -As Village Raiding begins Ninja have two hours of warring with opposing faction for their respected Raid Points that represent a 1% RNG drop rate bonus. As the two hours ends the collected Raid Point bonus value is kept and remains for the proceeding two Peace Time hours. -The current Village Raid Nin Online schedule: 12AM - 2AM "Village Raid Points have been reset! The War is on..." War Time 2AM - 4AM "Village Raids ended. Next raid will start in two hours." Peace Time 4AM - 6AM "Village Raid Points have been reset! The War is on..." War Time 6AM - 8AM "Village Raids ended. Next raid will start in two hours." Peace Time 8AM - 10AM "Village Raid Points have been reset! The War is on..." War Time 10AM - 12PM "Village Raids ended. Next raid will start in two hours." Peace Time 12PM - 2PM "Village Raid Points have been reset! The War is on..." War Time 2PM - 4PM "Village Raids ended. Next raid will start in two hours." Peace Time 4PM - 6PM "Village Raid Points have been reset! The War is on..." War Time 6PM - 8PM "Village Raids ended. Next raid will start in two hours." Peace Time 8PM - 10PM "Village Raid Points have been reset! The War is on..." War Time 10PM - 12AM "Village Raids ended. Next raid will start in two hours." Peace Time -Current player base have taken to using War Times as appropriate times to form raiding parties where they go out to capture opposing faction Raid Points, with a focus on 4PM - 6PM >>> 2PM - 4PM >> 8PM - 10PM (based off activity seen). Outside of those hours you will usually only get small parties or individual players that partake in "raiding" a Village(taking Raid Points from factions). This schedule gives players 6 opportunities in 24 hours to participate in said War Times, with this realistically being anywhere from 2 to 4 chances. This static schedule is fine and event schedules are often seen in the MMORPG space, with the lingering effects of the Raid Point bonus being helpful for new Ninja or Ninja attempting to grind specific items. Turning Village Raids into War Time: -We see a focus on differentiating the game into two specific times-- War Time and Peace Time, making War Time a engaging map capturing gameplay mode with the current map capture points. Both of these times currently exist in game, but with this Vision™ pitch we plan on highlighting the potential of a focused separation on these times. We will see War Time turn Nin Online into a dynamic map capturing gameplay mode, where players can compete with their faction for control of various maps-- using the very same map capturing features that already exist in Nin Online! I believe the current map capturing is not used to its potential as a bonus to the captured maps drop rates, I'm proposing these be reworked to be engaging map capture points for the redesigned Ninja War times, the second Nin Online feature to be reworked for this Vision™ pitch. Raid Points for factions will inherently stay, they serve purpose for faction gameplay and needing to keep an eye on your factions capitol while sending Ninja or squads of out to capture maps. I have thoughts on making this engagement more enjoyable, as it stands its a very dry mechanic as most players grow bored of fighting for Raid Point bonus when they have no intention of getting use from it, but hopefully the map capturing faction gameplay will stimulate the PvP they desire while a small or large group of players try to take opposing factions bonus. (Quick thought would be having Raid Points value altered and having them restored at the one hour mark of the current two hour Village Raiding time[if taken of course], as well as sprinkle two or four throughout the Danger Zones to entice more Danger Zone activity[a lot of times faction raids can end in 30 minutes, this could give another shot at a big raiding party going back out for more fights]). Note: I think timed intervals need set based on when a map was captured, creating more capture time needed for maps that were previously captured for extended periods of time. A baseline capture speed should be set, current capture times work fine as an example, but opposing factions trying to quick capture at the end of War Time should struggle capturing maps that were captured for the entire duration. Peace Time! When Peace Time rolls around the map capturing faction gameplay is halted and Raid Points disappear, locking your faction into the earned territory control. -Territory Control will come from the captured map gameplay, the maps controlled that have capture points will spawn one or two Chunin Ninja of the controlling faction(Rogues just having standard Rogue Ninja). -This will see the creation of the Village Chunin Ninja for factions, weaker versions of the current Village Jounin NPCs(Ninja above level 30 should be able to fight these mobs). Territory Control inherently already exists within Nin Online with the current map capturing system, just with no gameplay engagement or incentive to stimulate it. Territory Control gameplay exists across many competitive and non competitive games, from MMORPGs to Survivals, even Shooters. Nin Online already has its current faction gameplay, and this would look at evolving Nin Online's Village Raiding into some faction based map capturing Ninja War gameplay. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Scores! Activity Based Gameplay Ninja Scores as a basic concept can be looked at as an activity score of sorts, and in a game where player community and engagement set up their factions hierarchy its important to show the impact of activity over those that can just make and hold many accounts. Every Ninja will have a Ninja Score that updates daily, or after each War Time(might be ambitious but a quick pop up showing any changes to your score would be a nice touch). The scoring itself can work a number of ways, what I picture works as follows: Ninja are ranked from Rank 1 to Rank 5(Rank 1* to Rank 5*, or Rank D[C, B, A] to Rank S)-- This gives 5 levels of progression for Ninja Scores. Ninja Score rank progression will be shown through Ninja gameplay tasks, these tasks could be fairly subjective but what I'd like to see: -Mission turn in(Daily or Roleplay). -Hosting Roleplay Missions. -Fishing Mission turn in. -Gathering Mission turn in. -Participating in tournaments(grade it off coupon rewards?). -Capturing 5+ map capture zones during a War Time(exact value yet to be determined). (The big focal point is Mission turn in and map capturing activity) Ninja Score will decrease a rank weekly if no activity is seen from the player. Objective: I propose this feature to work with the games current political system, current players are given 1 vote per character once the faction voting periods begin, and a giant flaw exists with players creating voting specific alt characters to obtain power in these elections. There is no way around this, voting manipulation happens in too many ways to even discuss and best deterrent has and will always be attempts at mitigating said manipulation. The only current mitigation attempt is level locking voting. Raise the vote counts to work based on player Ninja Score and let Ninja graded off their activity impact their community hierarchy properly. Ninja Rank 1 receive a single point toward their votes, Ninja Rank 2 receive two points toward their votes, Ninja Rank 3 etc, Ninja Rank 4 etc, etc. This is a game, let the players playing have weighted impact on their community faction and not the players that log onto Nin Online once a term to vote with their alt horde(they can still play this way, they will just have less say in their factions Leads). --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Wars Vision™ pitch Challenges: Map balancing There is giant gameplay issue with Nin Online's current overworld map having gridlocked map switches. This may not seem like a giant gameplay issue in the grand scheme of things, but its caused enough strain on the player community that it's one of the more discussed issues and common cause of Village Raiding grief(a good number of players that do make it to playing Village Raid content have stepped away from Nin Online over this issue alone). Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map. Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map. This can be mitigated. Basic Overworld Concept: Issues w/ Basic Overworld Concept: Fixed Basic Overworld Concept: A single route to each current Village is the cause for the current gridlock map gameplay. Providing a single extra route from each Village to each WZ, and each WZ to the general Danger Zone we can mitigate this gridlock map issue to the point of not being an issue. This means providing a second entrances to each Village, and routes around current War Zones. Small concept again pointing toward the gridlock maps and possible route concepts to work around this issue. I know Sand has had new maps that are not updated in this concept(old concept from awhile back). Second entrances and routes working around War Zones already exist in the forms of the Leaf Village sewer entrance and the Mist sea paths. Mist second entrance and Sand's second entrance do not provide the same gameplay options with them being restricted to Village only, but they are steps in the right direction. Jonin and Chunin NPC Creation and Balance -Creating the Chunin NPC mobs will come with some liberties as this pitch will place many of these in areas of our Ninja world where aggro-able mobs may not have existed previously. -Aggro-able to non-faction players -Separation of power between Jonin and Chunin mobs: I believe Jonin NPC mobs located in Villages should continue to need multiple high level Ninja to take them down, while the Chunin NPC mobs located in the captured maps should be beatable by most middle of the road players solo players. -When the Chunin mobs spawn, the specific map should determine if one or two spawn. One for Katabami Bridge, two for Land of Rivers Bounty House as an example. -While a challenge to balance, there would be an abundance of potential for new missions based off killing these new faction NPCs(Weekly Mission introduction with killing 50+?) Ninja Score Tasks Another progression system for Nin Online, luckily the how's of grading activity based gameplay should be simple enough, but I'm not ignorant to the fact that theres a science needed for creating new systems. -Balancing the value of activity off players doing Ninja tasks that increases rank, while decreasing a whole rank off weekly inactivity will take time. Ninja Wars Vision™ pitch Benefits: Territory control already inherently exists. Map capturing already inherently exists. Faction Building and Community Engagement: This mode will encourage participating in a game mode that can create the building blocks of a new generation of Ninja teamwork and collaboration, helping Nin Online create even more faction identity and build on its already existing unique systems. Provides designated PvP Engagement: Players looking for PvP will know when they should log on with the static schedule, and where to find it with the map capturing system. Players that have kill missions will know they can hold their missions until the next War Time where they know they will be able to find player activity in the Danger Zones. Note: I've never seen it actually acknowledged from the devs that they understand this, but it really needs driven home-- Nin Online players have set up alt characters built for kill missions. Current kill missions are more often than not completed by selling alt kills for Ryo. If you want to look at it as community engineering, it is, but the intended gameplay for this progression has been thrown out the window for a long time now. (yes War Time exists currently, but there is no incentive for participating, or even gameplay focus on) Provides designated Peace Time With the activity of fighting over map capturing in War Time, Peace Time will be a time to designate for players to complete Roleplay or Daily missions that dont involve Kill missions. The choice to harass will always be available in Nin Online(hopefully?), and providing this separation of War Time and Peace Time could go a long way in providing an outlet for unwanted(in most cases unneeded) harass. Simply making the playing field more clear. (with a Ninja Score system evaluating Ninja that host Roleplay missions maybe we will see an up tick in the Roleplay community) Potential of Activity Based Grading I know in past this was attempted with mission variants providing specific Village resources for War Events, which was truly only grading the value Village scale for those War Events-- Grading individually could provide many gameplay avenues Nin Online could explore that I think would benefit its current faction based gameplay. Competing for Clan Elders, scaled player value for elections votes, and organization requirements are just a few that come to mind. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thats my Ninja Wars Vision™ pitch for Nin Online, I truly think providing a separation between War Time and Peace Time will let each corner of Nin Online flourish where it needs to, letting the PvP players compete on a global scale while encouraging players to play with their factions, and leaving the casual PvE players an approach to the game with mitigated harass. New Stamina system? Can work with this. New Mount system? Perfect use for them to get around map to map. New housing features? Peace Time perfect time to show it off. Thinking about adding the Bijuu Beasts from that one hit Ninja anime? Village map capturing gameplay is perfect spot to dabble in Villages unleashing said beasts. More Roleplay centric update? Peace Time will benefit greatly from that. Parting list of ambitious Nin Online dreams: --Clans Clans should have been a focus a long time ago. Maybe they have been and players dont know it, but Clans are a staple to that one hit Ninja anime and have a understandable interest around their creation. New players have Clan intrigue from the get go, they are often more curious about how Clans work in Nin Online than Masteries. Clans in Nin Online are long overdue, and I believe should be the first content looked at in regards to bringing new Jutsu to the game. --Missions Mission rework is needed, at a minimum having someone look into how current mission gameplay and mission rewards balance out with time to complete and activity. Nin Online gets its flowers for showing players just how far this game has come in its 10+ years with its gameplay and ever evolving engine, but the same missions being completed 10 years ago at 20 fps are the same ones being completed today on PC's running this game in a way that wasnt even thought feasible when created. Getting across the overworld map from one corner to the other may have taken 10 minutes 10 years ago, but today it can take a Ninja only a couple of minutes. Inherently this is a good issue to have, this is a testament to the games progress and development. Taking Nin Online back to its roots, seeing an implementation on choosing between what Mission Rank you want to aim for could be a nice touch. Lock lower level Ninja out from doing B and C Rank missions, but they can choose a D Rank mission that pulls from a pool of selected missions. Etc etc. --Level Locked Bosses Change (Spider Boss, Snake Boss) These bosses are wasted and locked content that could be shared with all to experience. There is nothing in game that directs a player to these level locked bosses, without looking for Nin Online assistance players do not even know these exists. These bosses see the biggest action from veteran Nin Online players that already know they exist and come back on fresh new characters to experience them. More often than not, new players do not know they exist and grow to a level where they are locked out of this content. These instanced bosses are good content, Nin Online would do well with more content approached this way-- but if they are going to be locked content, make them mobs that you beat with a mission that points you towards them. Maybe even provide story reasoning for approaching the bosses if Nin Online is looking for more quest and mission content. --Bounty Rework (Tarkov edition) >Create an execution mechanic and have it work parallel with how current Medical Ninja's reviving Jutsu works. >Executing Ninja will provide you with their Headband. >Collect opposing Ninja Headbands, Headbands hold the value for lost Bounty. >Turn Headbands in to your nearest Bounty Station to collect the associated Ryo value. Take the same concept Tarkov uses for its PvP engagement and apply it to Nin Online. Headbands are a pillar concept to that one hit Ninja anime and this could bring an engaging focus back to them with collecting them off the corpses of fallen Ninja. --Summon Player Mounts Mounts have not been fully implemented yet, but currently players are obtaining these at items for our inventory-- I think a nice touch would be changing these from items a player is using to a Jutsu, a summon. Players summoning their Mounts makes practical sense when understanding the source material, and could be set up in a way where players obtain them like current Organization Jutsu's where player Jutsu limits wouldn't be in danger. (Like Jailing Jutsu, Puppet Jutsu, 12G Jutsu) --Stamina Stat You opened the can of worms with creating Stamina as an overlaying system that effects combat and traversal, and with it staying I truly think the pros of fleshing Stamina out into its own stat would provide a bigger potential for the future of Nin Online than keeping it as its own overlaying system. It really feels like Stamina was put in place only to make sure mounts could exist properly in Nin Online-- but with the potential of scaling buildings with the new updates, scaling walls, traveling across waterfalls and speeding through villages jumping house to house with the way Nin Online is progressing I think allowing players to build their characters with Stamina in mind as a resource is the proper way to move forward. -Creating Jutsu or functions that work based off the Stamina stat(Taijutsu as the easy example). -Health, Chakra, Stamina become primary player resources. -Add proper Stamina bar allowing Stamina to be tracked and managed. --Economy Recharge The Nin Online economy is a mess, and I would point to there being no passive Ryo income in Nin Online as a giant reason for this. To obtain Ryo in Nin Online you have to go out of your way to farm this, to the point most players have farming alt characters for speedy Ryo gain. Give Ninja that have reached max levels a reason to do missions, provide reasonable rewards rather than nothing(you are rewarded 20 Ryo for a two player kill mission, this should not be thee case as thats the price of purchasing 10 Ninja throwing tools). Why do a mission at level 60 when you get no experience, with Ryo rewards that are a slap in the face? If we can find a balance for Mission Rewards and properly rewarding other gameplay activities we could see Nin Online's economy lifted off the real money standard its currently on. And if moving away from the real money standard is scary from a development point of view, just know more real Ryo obtain and flowing through Nin Online will only raise prices. The real money will continue to flow as the players paying that money will continue to pay that money. --Sound Village, Enemy for All >Add a new enemy NPC Village, the Sound Village. >Could be a new "arc" mission release, but the basic principle is designing a NPC Ninja Village for Raid Content that players can take on solo or in groups. >New Bosses, new drops, new Nin Online story? >New Events with the Sound Village having a rotating Raid schedule with mobs attacking Village factions and defense needed. Could be a nice feature alongside the Ninja War pitch! >If really digging the Ninja War pitch, you could have Sound Ninja show up when map capturing during War Time.
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  3. Ya'll having as much fun with this as I am reading it. Keep up the good work fixing Nin Online!
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  4. Here because @Atrane won't stop persecuting me, for God's sake. I started playing Nin Online when I was a toddler, and now I'm 41 with two kids. What Nin Online really needs right now is not short-term content or side activities like fishing, but content that will prolong its life and revive what the bulk of the player base, or anyone who has ever played this game, loved about it. The PVP freedom and the appeal to ninja fantasy that attracted this player base. My suggestion: When a mission is completed from a village, it rewards economy points, village intelligence points, and manpower points. Make the Kage able to use economy points to manage Jonin NPCs in the village. Here's an example: -A Jonin NPC would start as just a Genin NPC with starter jutsus and weak stats. The Kage can spend points to promote the Genin NPC to Chuunin, then to Jonin, giving them stronger jutsus and stats. -The Kage can spend points to get more NPCs. -The Kage can spend economy points to buy a house/hospital/respawn point in a neutral village such as Asoki for all village members to respawn in temporarily. -There could be a "village shop" where the Kage can spend economy points to buy "official items" for the village. An example of this could be: when Rory released that new Jonin vest for Leaf Jonin, instead of directly adding it to the game available for Leaf Jonin and Chuunin to buy, he would add it to the village shop, and the Kage would have to spend economy points to unlock it in the Chuunin/Jonin shop for them to buy it there. This could apply to a new village summon, weapon, map, jutsus, or whatever it may be. Anbu leader would have access to intelligence points: -The Anbu leader would be able to spend points for a limited usage of a "spy hawk," providing information on a map similar to how the global messenger hawk works now. It would become an Anbu feature. The Anbu leader would have access to end-game consumables in the Anbu shop, such as Tier 7 or 8 pills, that they could use intelligence points to provide for the rest of the Anbu. -The Anbu leader could spend Intellgence points for a mission that awards a big amount of points in either man power or economy 12g/7sm/pb Leader would have access to manpower points: Official Org leaders could use manpower points to manage Raid points (move them around, use points to buy permanent traps to put around them, or a Raid point defender NPC similar to Jonin). They could also use manpower points to buy from a shop a temporary global buff for a village that increases the potency of the buffs provided by taking other village's raid points. These ideas could be refined, built upon, or pushed further. The goal of this system is to fortify village RP and encourage faction PVP, encourage players to do dailies since they provide the points, add new end-game goals to the game, make village politics more interesting and fun for players, add accountability for the village government, and give a deeper meaning to the life of village orgs, Kage, council, and Anbu. Increase player activity by providing something fun to strive for and encourage them to care more about who's in the lead and motivate other village members to play. Creating much-needed, overdue endgame content.
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  5. Nin Online but with changes SMALL CHANGES Summon Name It may not be that important but it would add more fun to the game if you could name your summon, of course the bad names should be censored just like in game chat Repair arc 40 Out of all arcs, arc 40 is the worst when it comes to xp. It's very beautiful arc when it comes to story and characters but XP rewards are making it not so fun to play. I would just change the xp rewards for higher as arc itself is very good MEDIUM CHANGES Stamina Cool feature also would be higher stamina cap or pills/jutus that would add effect that stamina is higher for some time for example Pills that make stamina X2 for 5-10 minutes Clan Abilities I think it would add more sense to picking a clan than just few cosmetics (some clans even have just one). It would add also more fun to the spars, and I think it would be cool feature if we could have uniques abilities for different clans BIG CHANGES Higher Level Cap I think lot of people think it will never happen or it's not planned in near future but if we could have level cap raised it would encourage more old players to come back to the game and have fun. I don't think about very high amount but if we could go from 60 to even 70 it would be fun Cooking + Vegetables/Meat Something for people who like to relax at game or just maxed out their characters. Vegetables I think of something like shop where they would sell different vegetables that you could eat for relaxing or for cooking. Also a feature that if someone have a home he could buy a vegetable flowerpot that would give 1 random vegetable once a hour. It would also be cool for it to be sellable to npcs Meat It would be just another drop from mobs. I don't think we need different types, one type of meat from mobs like wolfs, tigers, bears, hawks, boars and foxes would be cool for cooking and it would be nice for it to be also sellable to npcs Cooking Cooking would be very fun feature, like we would have to have a ingredients for each meal and we would have a cooking mini game (maybe like in fishing). Also if different meals have different buffs like +5% chakra for few minutes or other stat buffs. And please make meals sellable to NPC at least for price that would give back money you would have to spend on ingredients. For example we could made dish from fishes, potatoes and some other vegetables Crafting It would be very cool change especially for old players, but also help for new players to gain some money. Crafting would be a change that would allow people to spend some time in game in different way than AFK. We could use already added woodcutting and add mining different minerals for example iron, stone, we could also use materials already in the game like cotton, dry herbs. Players would be able to craft items like shurikens, kunais and senbons in their inventory. It would be also a skill that we can level up like fishing and higher levels would allow us to craft more stuff like basic weapons (wooden katana, broad sword, kunai dagger, butcher sword), and at highest level we could craft basic pills from dryed herbs and cotton, and few furniture's like chair and table that would need to be crafted at crafting tables etc. It would be very cool change to the game that would help players gain some ryo more efficiently and higher level players to stay in the game longer. It would also mean that game would have to add more stuff like pickaxe, crafting table for more advanced things, and also minerals and resources around the map, like coal and stone on the way to tanzaku, iron and other minerals in the chilly pass and other arc 40 areas, and land of iron so everyone can get some
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