What makes you not go out to the danger zone?


Etsu

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Hey!
Recently I came back to the game to play from time to time and like before the danger zone is a coin toss. Sometimes I will meet several people in a row there (mostly groups) , and sometimes only one or two for hours. I would like to know what makes you not go out to the danger zone? What's bothering you with current danger zone state?

The second important question that could definitely help with feedback to developers is:
What would make you go out there often?

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8 minutes ago, Delp said:

Hey!
Recently I came back to the game to play from time to time and like before the danger zone is a coin toss. Sometimes I will meet several people in a row there (mostly groups) , and sometimes only one or two for hours. I would like to know what makes you not go out to the danger zone? What's bothering you with current danger zone state?

The second important question that could definitely help with feedback to developers is:
What would make you go out there often?

New maps to kill off map camping (to fix dzs) and it would low-key be fun to you them for new striates when attacking ppl or defending 

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Danger zones simply dont have anything for players besides  specifics zones like bandits or hosts. Theres no incentive to danger zone pvp besides the bounties and that simply isnt enough money wise nor reward. The fights usually arent any fun. Currently the only reason to go out to dz is kill missions like cbk or bh and traversing to other maps for daily missions

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Less one-ways and buffs. 7sm and PB jutsus are just broken. In many cases you can only travel through one map to leave your village area (DB, KB, B3 just to name a few). In some events no matter what you do you just can't win, so why bother?

There should be more missions as well. Honestly, Rory could add a new type of mission to the third person at the mission assignment desk that rewards you with a different type of currency and gives no experience points with it's own reward set for level 60s to travel to danger zones.

New zones with it's own rewards is always good to bringing people to the DZ. Snow bandits was taken away so now there is no people moving out to DZ for that purpose.

World Bosses (WB) are done in-correctly. We got mini-bosses at takumi that will always drop ryo, but WB won't even drop you 100 ryo. There is not enough incentive for the normal folk to contest the area. Also the Monkey King is cheesed. People attack it from afar without being aggro'd unless you get 1 shotted. WB should always be on a bigger map for the damage they do.

Tanzaku should have a different type of discount for their tools or a different set of tools/weapons to use. This will move Leaf and others to bother with going out to that DZ area without being notified of someone killing a lowbie at bees.

Crafting would be a great way to bring people to the DZ. We already have blood items and psn kunai that are craftable items. More things that require specific DZ items to make will bring people out. Jobs will be another thing with similar effects. Collecting fish from a specific river, or collecting wood from a specific tree.

Missions like Blood Puppets need to be adjusted. Their sole purpose is to bring Leaf to Sand's DZ, however none will do this as it is not worth it. The mobs inside should be lessened and another room should be added to make up for this (maybe a basement). It is too tight inside for anyone to farm, especially with enemy ninja. There should be a damage adjustment too. I do not know how a WM would farm there.

 

These are some of the many things that could be done... Like if you agree.

 

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Why are danger zones dead: No incentive to go out into them. No reason outside of dailies and most get these missions completed by killing alts or buying kills rather than seeking combat.

 

How can danger zones be more active? Rewarding the risk. How? 

1. Crafting materials to make your own pills or weapons.

2. More boss spawns with guaranteed loot. Why are Takumi bosses the only ones that guarantee a drop? If I kill a world boss 200 times (Which I have) and have absolutely nothing to show for it, what is my incentive to keep trying? Guaranteed loot tables on bosses are a must for the future of Nin Online. They don't need to be rare drops, but some ryo or crafting materials would be excellent. 

3. Delete all danger zones and replace them with war zones. Nobody likes being zerged. Makes no sense for 10 people to blow fireballs into their allies and not damage them. By removing these "Danger zones" and forcing people to actually aim, large groups will not be nearly as popular. This forces squad based warfare which is the intention behind pvp I believe.

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 First most obvious thing - There's absolutely 0 content in DZs for a max lvl player which most active players areeven if you're around lvl 55 there's nothing for u to do out there

That being said people that do go out in DZs are only the ones that are looking for action n that's been ruined

1- Not being able to escape zergs ( this is the #1 reason most people dnt go out its simply unfun and frustrating  getting zerged n u cant rlly do anything about it. Especially with sensory even after heavy nerfs it's sill too good at map locking people. when u enter a map, see the zerg and try to escape someone's gonna sensory u instantly. )

2-  Mapswitch/choke point camping - there's alot of chokepoints in DZs for example dark bridge - if that map is camped and you're stuck on the other side it's literally impossible to get pass. IF you push in even with an army you wil just get bombed at the mapswitch you're left with the only option to turn back n log off> This happens alot on any chokepoints where there's no other way to go around few examples. Mini bridge - KB - bandit cave - mist foxes map - sand GD and sand village entrance - mist village entrance - Danger zone outside of takumi - takumi bees- and plenty more

3-  leaf having an underpowered org buff(12G) - they sure have more numbers but everytime they lose because the other side's Org buffs were just way better it's frustrating and they'd ratter just avoid it even if they know 7sm or PB is in dzs they wont bother going out because they have nothing as equally powerful to fight them.  the fact is Numbers > buffs but this isnt always true alot of maps in DZ favor some buffs + they dnt always have the overwhelming numbers to fight the buffs

4- No real reward to hunting/raiding  - Dnt get me wrong bounty is rlly satisfying to get but that's not enough people dnt even go out for bounty anymore if they got a mission requiring bounty/kills they just buy them from other players. Everyone ignores vilage raidpoints the bonus they give barely matters u cannot make the difference between having the raidpoint buffs or not people just take them for fun it's nothing to go out for

What we need

just my opinion but we need high lvl ryo missions + org missions ( anbu n such ) all these missions should be dzs related and we neeed all the points above to be addressed especially the zerg problem. people hunting solo or duo should atleast have a way to escape zergs. 
this is all i can think of from the top of my head there's still other stuff  

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I once had this idea:

Claimable buildings in DZ, which can give 100ryo per hour into Corp vault.
Ofcourse everyone should be able to create Corps like old organization system.
Maybe a feature to have Corps flags/logos be in the game aswell so it can be seen on top of the claimable buildings.

This brings small/big groups into DZ

Craft/Mining system to bring solo people in DZ.

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1 hour ago, Delp said:

Hey!
Recently I came back to the game to play from time to time and like before the danger zone is a coin toss. Sometimes I will meet several people in a row there (mostly groups) , and sometimes only one or two for hours. I would like to know what makes you not go out to the danger zone? What's bothering you with current danger zone state?

The second important question that could definitely help with feedback to developers is:
What would make you go out there often?

Numbers always numbers or ppl  hunting with op buffs .The games focus on  groups ruined  dz becuase  nobody want to go out unless he can get 4 or 5 ppl to go out and that can take 5 min or hours to gather ,  solo hunting died long ago and is barely  fun  .Also no bosses  or stuff ot grind in dz anymore(for older  and maxed lv  players).

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Basically what other have said their is no real incentive in going in the dzs other than ww/vmw/bh and most people kill alts thus needs to looked at so ninjas cant keep using alts to cheese these missions, secondly we need more dailies that require kills or like dz objectives heck we can get escort missions with the new time clock in game , capping maps for ryo cuz ww/vmw etc dont give alot of ryo.. but thats a whole other topic and lastly we need a reward items, weapons, cosmetics  for kills etc. 

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It's a great topic you wrote @Delp. I talked about it yesterday with my team that there is very little "pvp" movement in the danger zone. To remedy this, we talked about some sort of open-world “event” being hosted by GMs to get people out and create a lot more movement in the danger zone.

Example: A GM organizes 1 hour in advance on a specific map that a scroll will appear and you must stay in the area for 5 minutes in order to capture it or something like that

Obviously being able to capture the scroll would be rewarded (see what the rewards might be)

Finally, in order for this to be optimized as much as possible, this kind of event should be automated so that the gaming experience is at its peak.

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