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Community Ideas
Since 2013, Nin Online development has been open to community members to make suggestions. Before the launch of the Ideas platform, over 3000+ ideas were submitted in our ideas forum. When Nin Online was first conceived, there was only plans to make the Leaf village, but because players wanted it, we turned Nin Online into a PvP, Faction-based game.
Your ideas are important to us, and we hope to continue to work with the community to add ideas/suggestions that people want.
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26 votesShipped
Academy student // tutorial // early lvl tweaks
Lets start saying that Nin's tutorial is not bad at all. But it just feels...boring and short? especially if we compare it with other Mmos, or with the mobile version of nin (Yeah, nin has a mobile version which is kinda abandoned ).
The pacing also feels extremely weird for some reason. You're an academy student for 5 minutes, then a genin for months ( less or more if you get lucky with the CE ), and then Jonin/Sj if your kage likes you.
This mobile version is not a 1-1 port of the Pc version of nin. It comes with new features ( Which are extremely good, and i'll be making posts in the future to see if we can bring these features to Pc nin ) and different maps.
One of these "features" , is the academy // tutorial area, being completely different. And i think we can 1-1 copy stuff from this and bring it to the Pc version of the game.
Before i start, i apologize for the image spam lmao
From the get-go, you can see you're not alone, there're Npcs that will be your academy classmates.
These classmates aren't just there for the looks. They all have dialogues, and interact with both the teacher and you ( the player ) throughout all your time at the academy.
Sometimes, we also get to pick some dialogues ( Which dont add anything, but they're pretty cool to have since they make you feel part of the story )
Your classmates aren't the only Npcs which kinda feel alive. Teachers also walk to us after some dialogues, announcing us the next lesson is about to start.
These classmates can be used for future content as well. Finding some of them in the village giving you missions, finding some in future arcs, maybe making a classmate turn evil and be part of an organization ( with a classmate of each village ) ,etc.
A problem i think Pc nin has with the current academy//tutorial, is that i think the lessons are way too short and dont teach much. The combat lessons in all 3 villages are pretty much the same, you either fight a clone of the teacher, or some animals, you die at first, and then you proceed to kill it.
But i got pretty amazed when i got to the combat lesson of the mobile-version because you get to fight a classmate ( They'll chase you and actually fight back ) . It just makes the whole lesson feel more inmersive and not in a 2 minute class punching some soul-less Mob. It just makes you feel you're in an actual academy ( it also does a better job at explaining how combat works, fighting an actual human model, and making it not die with a single punch or 2 )
To teach the player what BI are, we can just make the player fight the teacher first, insta die, ( Then you spawn in the infirmary,etc,etc), and then you get to fight your classmate.
This also applies to range, jutsu practice and pretty much every lesson.
There's no proper " Theory lesson" in the mobile version. But that doesn't mean it doesn't need some tweaks as well.
The current Theory Lesson is just a black screen with text. Doesn't make a great job at explaining most stuff ( It's also missing a bunch of information ).
Making a player that just downloaded the game read walls of text isn't that appealing imo. We can change this by replacing some of this text with videos!
When teaching the masteries, showing some videos with battle simulations or some jutsus, would hype the player while teaching them on a more visual way.
Somewhere in the middle of the tutorial, you get sent home, and the 2nd part of the academy gets level locked. This is great imo, its a good and short grind ( literally 5-10 minutes ), teaches more about how combat works, while making the whole "academy arc" last longer.
If we make this right after we finish the "Jutsu lesson" it'd be a nice way to implement my past idea ( marked as planned ). Rewarding students with the Fuuma shuriken jutsu right after the jutsu lesson, and then making them grind the levels needed to continue.
Just a personal note, but this could be done twice until lvl 10 ( lvl 1 - 2 academy lessons > lvl 5 - 2 academy lessons > lvl 10 - 2 academy lessons )
Imo we should make the " Welcome to X village " current missions, a part of the academy, prior to the final exam ( And also PLEASE make the player WALK instead of insta teleporting them to the mission desk, this only makes the player feel extremely lost since they dont know the map )
Finally, in the mobile version, after a timeskip, you graduate with all your classmates.
And here i do think that the Pc version of nin does a better job , ONLY with SAND's version of the academy.
We have more than a simple written exam ( which everyone just skips ) , we have to kill scorpions and collect 10 tails in order to unlock the gate and take the exam.
Yeah , this might be extremely simple, but its a great start and way to make the FINAL exam, feel like it.
While i do think this is extremely good, it could be pushed a little bit more. Maybe adding some puzzles, or stages to it. Maybe fighting another classmate like the combat lesson, but with jutsus and more hp included? We can just brainstorm here, but making the final exam feel a bit more challenging than just a " skip " button would be great. ( And adding this to every village, since its just a sand thing atm )
Yeah, this all sounds like A LOT of work, but most villages academy already have some kind of unused map inside them. We can just use those maps, and make some village NPCS our classmates. ( Sand doesnt have any unused maps, but making some simple map will do )
These academy tweaks would help a bit with that. Making the "Academy student" rank last more ( Maybe until lvl 15? ), and making the early lvl experience not feel like a grinding simulator until you get your first mastery.
As always, excuse my poopoo english and leave sum ideas//opinions if possible /y
Edit:
https://youtu.be/U3D2Xq3uYzA Rory recently reposted a review a youtuber made of the game, and i think we can clearly see when and how the tutorial fails on guiding the player -
1 vote
More Different Kinds of Auto Tournaments
Auto1v1/2v2/3v3 are amazing however it's not at all realistic to a danger zone scenario. What skill is really being tested? I would like to suggest the following.
Auto1v1v1 (Triple Threat Match)
Auto 1v1v1v1 (Fatal Four Way Elimination)
Auto 2v1s (Handicap Matches)
Auto 4v4s
Auto 6v6s
Auto 8v8s
Auto 10v10s
Elimination Chamber like WWE where six people sit in wait while four scrap it out and enter based on a timer
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3 votes
New repeatable quest! *small effort&big difference*
Hello, I have suggestions to add an NPC that will give a repeatable quest.
Description:
(Example for sand village) The NPC in the sand village sells the package for 50 ryo (you can carry a maximum of 3), your job is to take the package to Tanzaku and sell it to another NPC for 100 ryo. So you can earn up to 150 ryo per quest.
On death, packs drop and can be picked up by other players, who can sell these packs to their NPC.
Such a mission would provide an alternative to earning ryo, while also increasing the activity of players outside the village, as people from other villages would like to collect packages from enemy ninjas.
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-1 votes
Rework to the Bounty/Kill system
The following ideas are in reference to the current bounty/kill system, and are not meant to all be worked together, but rather are separate ideas to rework various problems/situations with the current system. The current state of things are Safe Zones do not count for mission kills, bounty collection, or your kill count. The thought process behind this (at least in my own eyes) should be- When you get a kill in a Safe Zone, it is still a kill. it should be counting for missions as well as your kill count as a death is still on your hands. Bounty typically would be harder to claim in a village due to the resistance you would face from the village while you're trying to escape with the body. (In the Naruto verse, you need a corpse to claim a bounty on someone's head). So here are some ideas-
1) Bounty Collection rework ideas-
a) Dropped item/headband collection. This is fairly simple and straightforward idea. Create an item that drops on death worth the amount of ryo a normal bounty collection would. You would need to collect said item and bring it to the bounty house to collect the bounty. The items could be locked to opposing villages, so if you were in leaf you would be unable to collect a leaf bounty, and the bounty would not be reduced from the ninja who dropped it until it was collected(or the player attempted to log out to avoid it). It can also just be destroyed by the village it came from to negate the collection.
b) Raid Point bounty Modifier. The idea behind this is fairly simple, if you have raid points, have it affect your bounty loss. This will give more reason for villages to go after points, rather than just for PvE. For example, if Leaf has a -5% bonus, and Sand has a 20% bonus, have that reflect in bounty collection when you die.
For breakdown sake- Leaf has -5%, when they die in a DZ, they lose 5% more bounty than they would with a 0 bonus. Ie if you had 200 bounty and died, instead of losing the normal 100 bounty, you would lose 105. Sand has a 20% bonus, so when they die with a 200 bounty, instead of losing the typical 100 bounty, they would lose 80. I think this would stress raid point importance to the vast majority of PvPers in Nin.
2)Mission Kills/Kill Count idea-
a) Simple and straightforward. Make kills count in safe zones. No matter where you are, a kill is a kill. It should be counting regardless of your position. I won't go into detail too much as I feel this one is a no brainer.
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1 vote
Option to Move Around Characters on Main Menu
It would be nice to be able to move one on top of the other and organize it by village or log in preference. Thank you.
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1 vote
Option to Move Around Characters on Main Menu
It would be nice to be able to move one on top of the other and organize it by village or log in preference. Thank you.
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8 votesRejected
At level 50, all maps become a Danger Zone.
As title states, once a player hits 50 they are safe only within their homes/hospital-- they can be hunted down from anywhere as needed.
Being inside ones Village with their Village Jonin and colleagues should be enough protection for players above level 50 imo.
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3 votes
Daily/Weekly Fishing Assignments
After spending some hours fishing, I've come to the conclusion that after a certain point, the progression for your fishing level gets so slow, that it gets somewhat monotonous and less fun.
So then I started to think of a solution to add somewhat meaningful progression to fishing, and here is what I've come up with.
Daily / Weekly Fishing Assignments
Every Day, you can go to Wasptar (Or another local fisherman NPC for other villages / missing if it's too far)
Allowing you to pick a difficulty of the task. EASY / MEDIUM / HARD / ANGLER
These would consist of small ryo missions that could assign you to catch X amount of X type of fish, or something along those lines. To expand on this, you could have those fishing missions instead of ryo, reward a type of fishing currency, to buy fishing themed clothing / rods from a fishing shop. This way, there is actually a reason to farm!
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-4 votesRejected
Suicide button
Sometimes you just want to end it all. Give it a 3 second animation for my friends to cancel it before I get sent back to the hospital... Alive, unfortunately.
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-2 votes
remake of the spa and ryo currency
the spa needs a new overhall since i just heard when you get into the spa it gives 50 exp or so i heard which it doesnt make sense honestly... so what it needs is to remove the exp that gives 50 and let it be for recovering stamina if anyone agrees with this then thats good, also about the ryo currency it needs to be implented and what i mean by that is increase the ryo on missions depends on levels... and drop from monsters e.tc lvl 1 larva and so on this way it wont be hard to get ryo.
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3 votes
Inventory: Itemsplitting and Info
Hey guys, I got some ideas for the Inventory I want so share with you.
Streamline the Item right click
If you right click on items, you will sometimes get a context menu with just two options for “normal” and useable items like this:
For weapons however you will get a context menu like this, which makes no sense
I would suggest cleaning up those context menus to fit them for all items.
For Weapons/Clothes:
Right Click ==> Use and Drop (If the Item is locked to the character ==> Use/Destroy)
For Items:
Right Click ==> Use, Drop (Drop X if more than 1 and maybe Drop All too), and the new Feature descripted below
Rework of the Item stack splitting
The items stack splitting as it's now is very annoying to deal with (Shift click and drag to empty inventory space to half a Stack).
Especially if you want to trade items and need to get like 7 Items from a Stack of 20. If you’ve got a large Stack it takes ages and needs alot of inventory space.
I would suggest implementing a new Right click feature like so:
Right Click on Item ==> Take X (if more than 1 Item on Stack) ==> Enter Number (Can’t extent the max Number of Items) ==> Items are on the Mouse cursor ==> Left click on empty Inventory slot or trade Window to put items down. ==> ESC to cancel the action
This would make item stack splitting so much easier and faster. Especially if you are short on inventory space.
More Item information on the item popups
It would be nice to see the item vendor sell price if you are hovering over it. I think there is enough space left to position that info, maybe on the bottom right.
In addition to that it would be nice to add another item type, we’ve got Weapon, Currency, Cast etc. but wouldn’t it be good if the items would indicate that it is needed for missions as well?
Would be a shame if someone would vendor 30 bear paws or other items that are needed for missions instead of trading it with other players.
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3 votes
Let us kill wandering village NPC's
Let us kill people like this for like 2 experience to satisfy our inner sadist.
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2 votes
Swapping hotbars swaps both of them
Make hotbar swapping swap both hotbars. Right now it only swaps the top row, which doesn't make any sense.
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6 votes
Spouse can spawn in your house
Make it so your spouse can spawn in your house with the reduced BI and then automate marriage to buying a ring for like 5k ryo or w/e. No need for a gm. Divorce costs the one who bought the ring half his ryo and he loses the house.
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25 votes
Clan/Ranked activity
Currently many ranked and some clans are too much inactive and i think i know the main reason...
RANKED
Chunins/Jonins dont "need" to do anything only the lowbies hardly want RP hosters and never find any even having a lot of ranked playing in alts "first reason".
ranked prefer to play on alts because the game isnt flexible if you dont like your masteries anymore you are obliged to create a new character from zero. if we had, even as cash shop/coupom, an item to change mastery, even locked to use only once a year, they wouldnt need to do that, they would reset the ranked to the mastery they like the most and play more on the ranked than any other alt.
beyond the mastery issue, the lack of will to host RPs is high, because it is a bit tiring activity, and the ranked earn nothing by hosting it, but if we had an scoring system just like the daily mission village contribution "man power, economy and intel" and each ranked had your own count, that make him LOSE his rank, from jonin to chunin and from chunin to genin if he dont host enough RPs for an period of time, it would make the ranked be more active and solve the problem of lack of hosters for RP
CLANS
The clan system is an really nice RP content but some clans are so inactive we dont even remember they exist, its an huge waste of the game content. And some clans are forgotten also because of the lack of flexibility of the game system. clans are more active and united when all the members are friends and play togheter. when we start in the game we just pick a clan or non-clan based on an superficial description but once u start to play the game for more time u start to identify more with some clans but you cant be part of the clan in-game just because of "RP". -but u can reset ur character and magically become part of this clan- leveling from zero. In my opinion it kills more than help the RP, a lot of clans become forgotten and characters become forgotten.
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FINAL CONSIDERATIONS
I am sure any change of mastery/clan and even summon wouldnt kill the "RP" since u can reset ur character and level him from zero with an new mastery clan and summon. This changes would for sure save the RP and activity. if the problem is the game capitalization, just make the items to reset clan/mastery expensive.
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4 votes
Cooking
I had an idea how to implement cooking proffession into the game.
Cooking would allow you to craft food which can be used to increase your stats for a certain period of time. Basically food items would be a stronger version of charms.
In order to be able to cook you would need to have a house and some cooking furniture like a stove (could make it so that some more advanced food needs more expensive cooking furniture).
Cooking process would involve some minigame and stronger food would be more difficult to cook. The crafting ingredients would mostly be found in danger zones as drops from mobs and some basic ingredients could be bought in shops as a ryo sink.
All food items would share cooldown and have a long stand cast time (could even share cooldown with charms so they don't stack). They would last for 10-30 minutes and have equally long cooldown.
Examples of food items:
Cooked Boar Meat - when eaten increases fortitude by 10
Speedy Squid - when eaten reduces your fortitude by 75% but increases your movement speed
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3 votesPlanned
Regarding the Weather Effect (Lightning)
Personally, I like everything about the new weather effects, but there are a few concerns I have about the lightning in particular that I have also seen other players express in and out of the game.
The lightning flashes are too bright for how quickly they occur. The lightning flashes occur indoors with the same method and luminosity as it does outdoors. Strangely, I have yet to experience this but don't doubt it at all given the other problems its having, lightning flashes or the thunder seem to affect the chat box's text field in some way. The first one is a really big concern for old, new, and future players that may have epilepsy, and there are no warnings found anywhere on or in Nin Online about epilepsy. The second issue is that these flashes can hurt people's eyes hence why so many people prefer setting a lower brightness or sticking to dark/night modes for applications and websites that offer it.
I don't want lightning flashes to be completely removed, since they are a nice touch that provide us a taste of what real weather is like, but I believe they should be made more subtle—not so aggressive and not so bright. Regarding interiors, lightning flashes shouldn't occur with the same method and luminosity as they do for the outdoors.
I made an example of how lightning flashes could be redone for interiors above ground—flashes from the doorway, windows, and visible the interior's outer walls (the last one isn't necessary; the doorways and windows could be enough).
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16 votes
Achievements
Hemlo
Pretty self explanatory, but i really think adding Achievements to the game could potentially fix ( to an extent ) some of the biggest problems we currently have.
Made a quick reference pic for it
PvP achievements ( Like the ones shown on the reference ), could help a bit with Dz & Wz activity.
PvE achievements can help with the leveling feeling slow & not fun. Something like " Kill X ammount of X mob " , rewarding you with EXP, or some ryo ( or both ) , would give the player something to do when they have no dailies. Some of these missions could also reward Coupons, since the only way to obtain these, is from PvP events only ( Other than the 5 every 10 lvs, and well, non-pvp events, but those are rarely hosted ). PvP would still be the main way to obtain coupons, but with this, a non-skilled PvP player, can also get one or two things from the coupon shop.
Character achievements would pretty much be for self-progression, the current " Reach lvl 10/20/30/40/50/60 " missions are a great example of this, also stuff like " Become a chuunin//jonin ", " Join med-corp//anbu " , " Max every jutsu from your mastery ", " Finish all the academy lessons " rewarding you with a Kunai.
Exploration achievements are pretty self explanatory. Rewarding X thing ( Exp, ryo, tools, titles ,etc ) for visiting a certain map ( Or a group of maps ).
Story achievements being for Arcs. For example, rewarding a especial title for passing toad's puzzle in the first try, for killing the frog boss without dying, etc.
Fishing & Gathering achievements pretty self explanatory as well.
And finally, Events achievements would reward certain tasks from limited-time events. " Kill X ammount of zombies in the christmas event ", " Collect every item from the halloween event " , etc.
All of these achievements could reward something from Ryo, to Exp, Titles or Cosmetics.
All of this wouldn't fix the problems we currently have with the game ( Lack of proper PvE, Leveling, Dz's , early levels, etc ), but it's a nice band-aid fix to it, while we think of a proper solution for these. It'd be a pretty easy way to add more content, without having to design new mobs & maps ( Just, consistently, add different achievements, with various rewards ).
It'd also be a really cute way to keep players that aren't extremely into PvP like others. Pretty much all Mmo with an achievement system, has a pretty big ammount of people that love grinding for them and play pretty much for that.
Ty and feel free to suggest anything /y
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5 votes
Housing Permissions - Public for Villagers
Title and picture should make it self explanatory,
it would be nice to leave my house open for Villagers to see but not open for enemy Ninja to sneak through.
Could we get more Permission options? Specifically:
"Public - Only Villagers can visit"
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4 votes
Cloak of Poison (lvl 30 INT Medic jutsu)
I had an idea for a lvl 30 jutsu for the INT Medic subpath.
It would be a 2 second stand cast just like regular cloak or maybe 2 second slow cast to make it more usable since it's a higher level jutsu.
Unlike regular cloak where you are completely invisible, people can still see some poison fog or poison outline where you are, but you can't be targeted just like with regular cloak.
When you come out of cloak you do an AoE poison explosion around you (hitbox like vortex, current).
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2 votes
Deactivate / Permanently Delete / Reactivate Account Feature Request
GMs and players both don't want me here anyway. I'm not depressed or anything I'm just facing reality. I've conflicted with you people in the danger zones for 7 years straight and lately it's like every time I say or do something, every little small victory I get you guys can just cry to the admins and with a whoosh of their fingers I'm gone. Sand Village got my account shut down and banned the second I hit 50 because I was angry at Bandit for camping me for 4 hours straight. Of course, let me say something that isn't a threat and Sand's got a backup GM that'll do whatever they say with the snap of their fingers, so obviously it was taken as a "real life threat". PSA.... nobody on this game has the funds to fly out nor the care in the world to come and find you and hunt you down you big crybabies.. Sand Village you really are sore losers.. I played the game properly and earned that level 50..
I'm not saying I don't do anything wrong, but I am most certainly saying that in terms of pointing fingers, you guys start the drama every single time. I always reciprocate what I get. That's how I am. If you're nasty to me I'm nasty to you. That's actions and words baby.
And the solution is simple. Notice how I'm nice to those Leafies and those rogues? Maybe it's because they aren't disrespectful to me first. Don't dish out what you can't take.
People in this community will report you for pretty much anything if it means "winning the beef" with you and that's pretty much what Sand did. I took myself away from their community, played in the Leaf Village, made friends and of course like I said from the beginning the second I go anywhere near Sand there's some kind of drama. In fact, many lowbies in Leaf would say the same thing about Sand; it's always full of toxic and crazy people. Those same crazy people go around provoking fights with others in Nin Gen and instigating drama are also the very same people going to the GMs reporting you behind your back. I can promise you around 80% of those people are Sand affiliated somehow now or in the past.
I can openly say a dark joke in Sand and get reported. Others won't get reported, because they're "Clique". I can say a dark joke in Leaf, or even in Takumi and people don't report me they freakin' laugh.
I've leveled to 50 over a dozen times, I've played a lot; I've seen a lot. I'm being gatekeeped from Akatsuki by a certain group affiliated with Sand and I'm being gatekeeped from Kazekage by another group in Sand affiliated with that group.
People in Leaf watch the toxicity unfold as people in Sand create accounts with my identity and go out of their way to harass me for another 3 hours.
I genuinely played last time around to maybe troll Sand a bit with the Sand Champion name, I think the Sand Village is full of absolute loonies who cry victim and group up to make people they dislike look bad; but I mostly did it to play and have a good time, make friends and have fun. Sand Village was so hyperfocused on preventing me from doing my final docs mission that they ratted me out when I whispered to my inner man to scout for me and camped me with bear trap spam for four hours. I was able to work past their traps, I hit level 50 and bragged about it on the forums and the next day I was banned for saying "I want to tear your face off." That isn't a threat! They charged me 1,000 ryo to do docs whereas they were charging someone else 300 ryo. They proceeded to try and take all of my funds when I told them I only had 700. People in Leaf told me "Don't do it! They'll take your ryo and kill you!" These people and their behaviors are much more ridiculous than mine, and who would want to be around a community like that? Not me.
To conclude, after some time away, I think having the option to delete my account would be extremely beneficial and I'm sure I'm not the only one who thinks the same. I cannot stress this enough, but 3 of my accounts that were banned were level 50 man. Like, I'm sorry but I'm not going to put in the effort, farm a bunch of blessings with the little fishing rod and hit 50 again. It was motivating at first because there was a goal to reach, and yeah I reset around a lot but I was trying to find my playstyle. You guys kept doing balance changes. I don't really want to come back, all my rare and exclusive cash shop items are gone and like I said; people don't want me here anyway. At this point I'm being gatekeeped from playing the game, because even GMs randomly teleport to me and jail me for things I have no knowledge about whatsoever. (I.e fighting in tournament).
It has to be my decision to walk away, not yours. It's my account, the decision to delete or activate should be in my hands too. It's attached to my email, my social media and my payment information regardless of what the ToS says. It's mine.
PS: I don't even know people in Sand and they got issues with me. They change their name more than I do. How you gonna change your identity and maintain a consistent issue with the same character? Doesn't that break new alt new life? Oh, right it's only convenient to follow the rules when a GM isn't up your bum huh.
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25 votes
Blood Kunai
Since the Adamantine Staff is an end game INT weapon that is very powerful cause of it's unique effect, I think a more grindable/affordable alternative should be available since not everyone is able to grind/buy such a rare drop.
The gap between a Poison Kunai and Adamantine Staff is quite large, I don't think everyone should be forced to grind such a rare drop.
I suggest for a craftable Blood Kunai to be added. The requirements to craft it would be the same as for the Blood Katana.
The stats for the Blood Kunai would be:
25 damage on hit, 0.7 second speed, 12% life steal (3 hp per melee)
This way, the Blood Kunai is twice as fast as the Adamantine Staff to give it a fighting chance against the double range that the Staff has.
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9 votes
Danger Zone Raid Points
Somewhat self explanatory.
Currently there’s four villages that hold Raid Points: Leaf, Mist, Sand, Takumi
Total of 20% can be earned from taking all Raid Points(use to be 21%)
I’d like to see this raised up to 24% with the addition of four new Raid Points that can spawn anywhere in the Danger Zones/War Zones in an attempt to help promote more Danger Zone activity.
With having them rotate through the Danger Zone maps this will create content where Ninja will have to hunt these down, spending time in the Danger Zones, to find them(it’s possible they could be hard to find).
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9 votes
Utility for the Utility Pouch and Vest
(Updated to reflect the recent changes made to ninja tools on 4/12/2023.)
I saw that there are utility pouches and vests for Kirigakure (it doesn't seem like Konohagakure and Sunagakure has them yet), but I heard they didn't serve a purpose beyond fashion.
Normally, items like these would increase inventory capacity for any item to occupy, but I don't believe they should have that function here nor should they be purely cosmetic.
Here are a few ideas I thought of for the utility vest and pouch:
Utility Pouch
Provides four inventory slots that are separate from the 'Inventory' window as a tab attached to it when it is worn. These separate inventory slots can only hold ninja tools. Could require the 'Genin' or above rank to be worn. The amount of each tool the pouch is capable of holding could be greater than the amount the ninja's own inventory is capable of holding. (I.e., 75–100 ea.) There could be a limit for how many full stacks can occupy in each slot. (I.e., One full stack of barrier tags, one full stack of explosive tags, one full stacks of kunai, et cetera.) Utility Vest
Provides eight inventory slots that are separate from the 'Inventory' window as a tab attached to it when it is worn. These separate inventory slots can only hold ninja tools. Could require the 'Chunin' or above rank to be worn. The amount of each tool the pouch is capable of holding could be greater than the amount the ninja's own inventory is capable of holding. (I.e., 100–125 ea.) There could be a limit for how many full stacks can occupy in each slot. (I.e., Two full stacks of barrier tags, two full stacks of explosive tags, two full stacks of kunai, et cetera.) This would free up space within a ninja's own inventory by allowing ninja tools to be held within the utility pouches and vests by a greater amount as suggested above, but I feel like this should come with a few changes such as a requirement, drawbacks I already listed above, and consequences:
The price of the utility pouch and vest should be increased to compensate for convenience they will (could) provide. The utility pouch could continue to be available for purchase by any ninja of any rank, or perhaps the 'Genin' and above ranks to prevent "alt mules" from having easy access to them, but the utility vest could have a 'Chunin' or above ranks requirement as they are experienced ninjas commonly seen wearing these vests. Whenever a ninja dies with ninja tools within their utility pouch and/or vest, an enemy ninja can loot their ninja tools from them. The enemy ninja cannot loot more ninja tools than what they're capable of holding. (I.e., If the enemy ninja has 147 kunai and the fallen ninja has 64 kunai within their utility pouch or vest, they will only be able to take 53 kunai—leaving 11 kunai behind.) How these ninja tools drop is up to the developers' discretion, but here are two examples I have in mind: They could drop out of the utility pouch's and vest's inventories as any normal item would. Half of the amount of ninja tools carried could drop instead of all of them. (Developers' Choice.) They could remain in the utility pouch's and vest's inventories, but the enemy ninja will have to remember to check them (press their loot key on top of them) for any ninja tools. (This has the chance to prevent the fallen ninja's tools from being looted by quickly respawning before they can be checked, so there may need to be a longer delay before choosing a respawn option is possible.) Half of the amount of ninja tools carried could be taken instead of all of them. (Developers' Choice.)
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1 vote
CC melee
I wanna start the suggestion by stating the obvious - Flicker and Substitution are the core jutsu in the game that everything else is balanced after. These jutsu will not change no matter how much people think they should. I personally think Flicker and Sub are good and allow for continuity of combat, but there's certain mechanics that they allow that are just too cheese and broken.
As a long time player I would say there is not many combos left where you feel like you couldn't do anything, but Flicker + CC melee or Sub Punish + CC melee is in many cases unavoidable and just feels horrible to get hit by.
Melee weapons autoaim in 1 tile range which means that when used with Flicker and Substitution they are almost guaranteed to hit. This is very broken considering that we had countless balance changes which focused on reducing cheese Flicker/Sub combos and removing instant CC.
Considering what I started this suggestion with, CC melee simply has to change in some way so that it is not broken with Flicker and Substitution.
My suggestion is to introduce cast time melees. This way the weapons can keep their CC identity but they are no longer broken with Flicker and Substitution. For example Bubble Pipe can be 1 second run cast but place a 3x3 bubble, Fan can be 1 second run cast but shoot triple tile projectile.
I don't really see any other way to change these weapons not to be broken without ruining their identity.