-
Posts
660 -
Joined
-
Days Won
62
Content Type
Profiles
Wiki
Issue Tracker
Forums
Cash Shop
Gallery
Everything posted by Atrane
-
We both know that Lightning currents base is a joke and should be increased, but that doesn't mean other jutsus should be held down as well. Both deserve to be buffed a bit.
-
This jutsu maintains a 30 second cooldown across all ranks, which is very high when compared to other jutsus of it's caliber. I think there should be more of a change between its levels. As you can see here, the difference between level 2 and 3 is a mere 1 base damage. I think there should be more benefits for mastering the jutsu.
-
More/faster chakra regen would definitely be nice, right now the amount is pretty negligible
-
Whats the point of everyone being able to use tools even though theyre not an int weapon master? Using a weapon and mastering it are two completely different things. You don't have to be a master to swing a sword but you do need to in order to perform something like Risky or Wild Slashes.
-
Easily resolved from having more diversity in weapons. Makes no sense in the first place that its a bad thing to see ninjas using swords.
-
Pretty much, we currently can have a maximum of 17 jutsu slots. I think it would be cool to be able to have more jutsus in our jutsu tab but only be able to have 17 active at a single time. For example, if I maxed out Fuuma shuriken I could earn the option to right click the jutsu and "deactivate" it, making it unable to use and giving me space to activate a new jutsu. But if in the future I decided I wanted it to be part of my kit I could simply reactivate it without needing to master it all over again, if I had slots available. Deactivating a jutsu could have a cooldown so that it isn't abused to gain access to more jutsus in a single fight or instance.
- 2 replies
-
- 14
-
Removing map lock is a pretty impulsive change to combat the disadvantage that org buffs put onto regular players. I know you remember the dark days of not being able to catch players with better machines or ping, it was extremely unfun. However, I do agree that org buffs have warped how danger zones play out since there are times you come across someone who has a major advantage over you simply because they were invited to an org. It's not a good feeling. Defeating these buffs aren't impossible in 1 on 1 encounters but the disadvantage exists anyways. I think that there should be some way for regular players to match these org buffs in power without needing to be in an org themselves. It could be something like the kraken hammer or land of iron swords where they are so powerful that they can be compared to 7sm swords. Basically a rare way to obtain power. Another alternative could adding universal jutsus similar to cursed seal that give temporary stat buffs with some type of cost. Like similar to the way 8 gates should work where you reach insane levels of power but once that power fades you could be slowed or injured for some time. This could also be something like a pill or potion that can be crafted or obtained (maybe with blood vials ) that could provide temporary speed boosts, stat buffs, etc. Anyways my point is that there are other ways of making dealing with org buffs or level disadvantages bearable rather than returning to how the game used to be with no map switch cds.
-
A long requested feature for the game has been an Auction House for players to able to exchange items without needing to meet face to face. Currently the meta for trading is to find someone selling an item on discord and then meet them at the train or toad arc. It hardly provides any true player interaction besides initially setting up the trade outside of the game and then meeting up. Now, an auction house would make this process simpler but I can understand that it takes some of the RP out of the game. There could be some trade offs in order to make this a convenient alternative, such as: Ryo tax on items listed. There could be a % tax for using the auction houses services and whoever lists the item would pay it. For example, someone lists an item for 1000 and the auction house has a 30% tax, the seller would receive 700 ryo after their item is bought. This tax would be another way of removing ryo from the economy and controlling inflation, while also providing some cost of using the benefits of the auction house. The auction house should be somewhere within the world similar to a bounty house and would require players to travel back and forth in order to make purchases or to collect ryo from sales. If someone sells things on the auction house, they could receive mail informing them that they have ryo to collect. Similarly, items purchased could be mailed to the player. It might be easier to just have the mail system send both the ryo and items but I think it would be cooler to need to travel. This change would help to encourage players to move throughout the world. Overall a change could take some time to implement but I think it would be healthy for the games economy while also giving another way to encourage activity in the actual game.
-
Boosted players not gon like this one yami
-
Honestly I believe the lack of competition is a double edged sword. On one hand, the high price of registration makes it so that people don't run because the job is pretty lacking as you've said. You become a discord mod and choose a kage to advise, other than that it isn't worth that much. This causes a lack of competition and it becomes pretty obvious which players have a realistic chance at becoming kage. However, if this were to change it would only benefit the people who have stacked the most alts. A single person/group with a large horde of alts will have an advantage over people competing legitimately since the increase in options would spread legitimate votes more. I believe something like Ranked Choice Voting could be used to help combat alts. You could rank the candidates based on your 1st choice, 2nd choice, 3rd choice, etc. As for directly voting for the Hokage, maybe there could be an election that wouldn't completely decide Hokage but could inform the new council members of what the overall population of the village wants. They could use this in part of their discussion for ultimately choosing who the Hokage should be. As for the role of a council, at the end of the day this is an RP game and council is an RP role. This means that you have the control to determine how this role is used within the village, if you were to obtain it. There definitely could be some more tools to make the role of council more important within a village like the ability to host automated village exclusive events or give titles, but overall a council is meant to just be an advisor to the Hokage.
-
Overheard in Mist Hosp after pardon abuse: “He got me,” Ainz said of Erox's demotion on him. "That f***ing Erox boomed me." Ainz added, “He’s so good,” repeating it four times. Ainz then said he wanted to add Erox to the list of players he spars with this summer.
-
im aware that they can hit 3 times lol, im saying the difference is that they don't pierce when earth spikes do
-
I agree that adding runcast to spikes might not be the best solution since its earths only insta cast, but the comparisons to fire/water bullets isn't exactly fair. Spikes has the ability to triple hit, very long range, and it pierces to hit multiple targets. I think the range and piercing ability should be looked at for this jutsu if nerfs were going to come through.
-
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 reply
-
- 2
-
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 )
-
I'm not exactly sure how else the quests could feel "immersive" if not forcing the player to use their head to come up with solutions on how to solve the problem. All the quests we have now have been the same, "collect x from mobs", "move from point a to b" etc. All of this leads to very little traffic in danger zones and less confrontations since the target of these quests are very easily found. Overall your message carries an aura that's both afraid of challenge and also trying to take a shot at the devs. If you have other ideas on how to make quests more interesting I am very happy to hear them
-
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.
- 15 replies
-
- 10
-
Atrane's Ramen and Sushi Shop Grand Opening October 31st Featuring our brand new secret ingredient... YOU!
-
we need moyai emote in order for nin to progress.
Atrane replied to question's Lambot in Suggestions (Old)
we can't let this be forgotten -
A sizable dojo with plenty of space for fights will only be a benefit for the community, a place to gather and fight without relying on GMs hosting random tournaments. It's a shame that is has not been added yet, and the excuse that it will kill danger zones should only be motivation for developers to create something that will revive them. It could have a daily requirement to enter, something like killing x amount of ninjas in danger/war zones or collecting a certain amount of bounty. That way people would be inspired to go out into danger zones and fight in order to gain entry.