Atrane

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Posts posted by Atrane

  1. The death of forum activity has honestly hurt discussion revolving all the different aspects of Nin. Discord is much more chaotic and messages sent there are much more reactionary rather than thought out (in my opinion). I miss the glory days of these forums being active :(

    • Like 1
  2. Maybe some cosmetic/furniture/weapon drops that fit the the mini bosses for some mobs. Like a bear rug from the bear boss, grey version from cave bear. Tiger/Alpha wolf hoods and jackets. There's many possibilities that could be added. One thing I worked on a bit was a kunai fashioned from the fangs of the Rat boss in sewers but I kind of gave up because I'm not that great at pixel art.

    image0.pngimage1.png


    Something else I worked on in the past was a Candy Cane back item for christmas but once again it's just a single frame of art, I'm not skilled enough to do every animation needed. Another idea I had was a back shuriken made of ice.

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    • Like 1
  3. You can have both better dailies and the lack of the ability to abandon. I believe DZs should have more paths so choke points are less common and that specific dailies need slight tweaks to make you feel better about doing them. As I said above, I am well aware of players who enjoy hunting but they are not the ones I am trying to shed a light on.

  4. 3 hours ago, Antar said:

     

    Although the suggestion might make some players do all four daily but a large number of players will be affected badly by it. Dailys are fun but sometimes you don't have the time or simply can't do a mission because of some other factors.

     

    These are some scenarios that can happen after a change like this:

    1. Chakra med getting a farming mission but is not able to abandon it or has to wait for his friend to come online.
    2. A new lowbie player gets a spy mission in a village but that village guards its entrance with a group of level 60 players that the new player cannot pass through whatever he does.
    3. Getting guard duty when you don't have that much time to play.
    4. Getting spa mission which gives low exp as a high-level rogue.
    5. Getting the same mission twice (Example: Getting blood puppet and then getting blood puppet again)
    6. Getting waging war at a dead time zone where no one is online and being forced to kill lowbies in the farming area again and again to complete it.
    7. A new player gets a mission he doesn't understand or can't complete but is not able to abandon it. (Example: Getting finding the cat mission but not able to complete it)

    The idea overall is good but you will first need to change a lot of missions and buff the exp they gave to make them worthwhile to do. also, abandoning the mission is a really helpful feature for new players who are still learning how to play.

    Many of those examples are what I mean by players giving up at the first sign of adversity. #2 is something that is mostly a problem with the sand village which can be attributed to their only entrance being 5 tiles wide and right behind their casual hangout spot. The rest of the issues you bring up could be counteracted with gaining all 4 dailies at once, being able to progress through multiple at the same time. For example, if you are grinding snakes to clear the lair and defeat someone who tries to gank, you can progress on waging war by defeating them. For the issue of duplicates, there could simply be a system in place to prevent someone from gaining a mission they already have to complete.

    Also, I agree that some missions exp rewards do not match the effort to complete them. Such as samurai drink/danger dangos which are essentially stolen documents for lowbies. These are additional issues that should be looked at and tweaked.

    • Like 1
  5. 19 minutes ago, Sirch said:

    Ueda is right that a change like this, while seeming like an easy and obvious solution, could have unforeseen consequences on other elements of the game. Killing a mob is a lot less satisfying than defeating another player. My idea focuses on working with the mission system we have now and tweaking it to change the way missions are perceived. Players have shown that by being given a choice, they will always take the path of least resistance. That path should be closed off.

  6. There are many missions that the average player will deem not worth their time or too difficult to complete. Some examples being the samurai drink, danger dango, abandoned lair, blood puppets, etc. Since the player has the option to give up a mission for a chance of getting a better/easier one or to find other ways to spend their time it lessens the amount of time spent traveling or grinding a goal.

    I am well aware that there are players who exist that will do these missions despite having the ability to abandon, however there exists a sizable chunk who will choose to skip them. Some players will take the easy route to min/max their progress by farming alts or asking other players to sell kills/bounty in an effort to get to the higher levels they are striving for. Since these players are removed from the pool, other players have less targets to fight for their missions which can result in them feeling that their only choice is to find players on the bounty book and buy their bounty/ask for kills. 

    As controversial as it is, I believe that players should not be able to freely give up on a mission without some sort of drawback, to incentivize them into spending time on all 4 of their daily missions. Some solutions I have thought of are adding a timer after abandoning a mission before allowing them to choose a new one or giving a player all 4 daily missions at once per day but removing their ability to abandon any of them. 

    This post is not meant to look at the people who have remained in the community but to consider the vast amount who have tried the game and left soon after. The intention of a mission like village's most wanted is to create activity in the danger zones yet players are more likely to take the route of browsing the bounty book like a catalog and trying to find a seller. With a change like this, those players will still exist but players who want to actually go out and hunt will have a higher probability of finding someone trying to complete a more difficult mission. Danger zones are an ecosystem and there always has to be someone at the bottom of the food chain. Without them, the rest of the ecosystem will suffer.

     

    I am posting this because I believe it is an interesting discussion to look into, I hope people can keep an open mind when thinking about it.

    • Like 3
  7. Bosses such as Kraken, Dark Monkey, and Dark Weasel have very long spawn timers and too low of drop rates to compensate. I did a 50 kill experiment on monkey over 3 days and in those 50 hours I dropped only a SINGLE blank. This lack of rewards is a problem across all bosses in the game and leads to very demotivating gameplay. Especially when you consider if a rare item finally drops it has to be shared across anyone who shows up or fought over, causing resentment and distrust between players. image.thumb.png.1c47c710c4d2ea2f5c819fe4c118c5fe.png

    Situations like this are not uncommon to see
    , different teams arguing over who deserves the right to fight the monkey. If drop rates aren't going to be increased then I think that the respawn times for these bosses should be drastically decreased so that more players from our growing community have chances to fight it and earn rewards. Also, increased spawns would give more chances for enemies to conflict during farming, since there would be a higher chance of teams being there to farm.

    It's really worth considering, even if it brings down the rarity of items a bit.

    • Like 15
  8. 7 minutes ago, Yamikami said:

    It's the highest damage jutsu of it's type. One Fire Vortex does more damage than two Lightning Currents. 

    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.

    • Like 1
  9. 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.

    https://cdn.discordapp.com/attachments/315090035370098689/958891971802456104/unknown.pngimage.png.6ceba17f9a9b77b879d623db0ed1bcb4.png

    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.

    • Like 3
  10. 1 hour ago, Indra said:

    But whats the point in being weapon master if everyone carries a weapon like a weapon master?

    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.

    • Like 2
  11. On 3/26/2022 at 2:17 PM, Indra said:

    We would se everyone with a sword on their back and thats a bad thing in my opinion

    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. 😐

  12. 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.

    • Like 14
  13. 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.

    • Like 1