Noble

Silver Ninja
  • Posts

    562
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Noble

  1. The silver rank looks better and more classier than the gold one.
  2. Irrelevant and cliché response from a low-class member. As I said before, I'd be more than happy to pay for your trolling classes.
  3. I sense anger from you. You must not understand how nobility works, I have people do that stuff for me. Please tell me more about my day and how I didn't get my title because people don't care what I say. I'm also intrigued on your assumption of being a "fag". However, do keep it in PMs.
  4. People like you usually have their characters killed within the first week.
  5. Noble

    Hey

    It's a game for peasants.
  6. Noble

    Test Poll

    I suppose I can accept a previous kage into the nobility.
  7. Noble

    Test Poll

    Their souls were spared on behalf of the Nobility.
  8. We call that ERP around here.
  9. This has gained the support of the Nobility.
  10. Noble

    Favorite Anime

    Rurouni Kenshin Yu Yu Hakusho Bleach DBZ Angel Beats Naruto Death Note
  11. What's up with all this these GOA love stories?
  12. Noble

    The List

    This has gained the approval of the Nobility.
  13. They could be for Easter eggs or world puzzles that would give you small hints that you would put together, to eventually lead you to the location of a summon, jutsu trainer, or rare item. Alright, so based on my experiences with other RPGs, both Naruto and not, all focused too much on stated gear and leveling, hindering player RP and interaction, because the players were all too preoccupied with trying to out level each other, instead of RP. My idea would be to remove levels, similar to Age of Wushu, and force players to explore new places to find new jutsu, weapons, and masters. Along with a chance of perma-death, players would be forced to squad up and never venture too far alone. To supplement the need for leveling, players could be given a skill point of some sort over x amount of time to purchase skill upgrades. These upgrades would be like a talent tree, where players could have a choice of specializing in Ninjutsu, Genjutsu, or Taijutsu. Additionally, you could specialize in Healing, Sensory, or Kenjutsu, but you could also obtain these through other means, in a respectively weaker version. I was also thinking about having players actually train themselves like target practice, using training dummies, or just using Taijutsu on logs, Rock Lee Style. By doing these training sessions, players would periodically gain skill levels on the particular skill they are working on. Ex: When one first gets a scroll on how to perform shuriken jutsu, their accuracy and efficiency will be considerably low, nearly ineffective, but as they train it on dummies, it will level up, and eventually, they will be able to hit their target nearly every time. Ranks would just have faster rates at obtaining such things,still allowing lower ranked players to be on the same players as higher ranked ones-sorta. LOL I literally was about to write about a shirt not being able to give you super strength. I was thinking if a player dies more than a handful of times over a certain period, they will perma-die. Additionally, there could be a challenge button that players could request to another, like the WoW dueling, except the loser perma-dies. Killing would only be for RP purposes, and anyone that gets ganked could report it on the forum and have the perpetrator dealt with. I was thinking about things like skinning livestock, to create clothes to sell to other players, mining and blacksmithing to create weapons, cooking, and fishing. It would probably be best to PM you an example, don't want to advertise lol
  14. I tried to make this as quick, and straight-forward as possible. In-Game Library: Contains important forum posts and info about the game/players. It could be connected to the forum for real-time update, when things are edited. Real-time fighting: Brings fast-paced action to your fights and forces players to focus on hitting their target, as opposed to the usual, turn-based combat of many MMOs.(Think Tera or GetAmped2) Interactive Enviornments: Able to click on almost any object in-game and get a mini description of each. (Think Pokemon) Elemental Advantages/Disadvantages: Water beats Fire, Fire beats Earth, Earth, etc. Destructible Enviornments: Your attacks have a chance to affect the environment around you. A player shoots a fireball jutsu at another player, but misses and hits a tree. That tree would catch fire and would eventually spread to other nearby objects. Roleplay-Based: Nuff said lol Remove levels, but keep ranks: Ranks would give you faster access to things like; better payment from missions, reduced training times to rank up skills, and other nice benefits one should get from achieving such feats-while still keeping it fair and balanced for lower ranks. Gear: If there are stats on gear, allow players to still where whatever they want, whilst retaining the same stats. Allow ways for players to be perma killed: Adds both fear and appreciation for their character. Jutsu Creator: Adds originality to the players. Teaching Jutsu: Jounin could teach their students jutsu after doing certain tasks to unlock, but would have to have a loooong cooldown and other abuse-free things. Player Housing. Player-Ran Shops: Player can rent out buildings/stands around the map to sell goods. Professions: Similar to that of Runescape or Mabinogi. Character Bio Section: Organized by Village and Rank. RP Stories Section: Players can record their RP experiences. Training: Instead of grinding levels, you would train your skills by practicing on logs or each other :} Ninja Info Cards: These could be used for the player cards. Thought it would be kinda neat lol
  15. In all honesty, you just have to watch up to around episode 90-though the next 40 episodes will have you addicted.
  16. First DQ, I'm going for the money!
  17. Peasant pls. Get back in the fields, boy.
  18. Actually, he says, "BOSSSSH".