Fujima

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Fujima last won the day on December 6 2021

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  1. Hey everyone, I'm making this post because I wanted to tell you about an idea I thought of while chatting with friends and thought it might add more content to the game. A PvP/PvE achievement system The idea was a little "set up" with the trophy system on the bosses, but it's still very light and there's not really any merit (or success) in having a trophy in your inventory, even if I still think it's a good thing. I am not inventing this system but I think it would have its place in the game if it were added to it. How would that be? Well, just create an achievements section where you can access all the achievements you need to complete to unlock them and earn, for example, titles and/or rewards based on the unlocked achievements. Assuming each section has its achievements to unlock and the rewards would be exponential Example of PvP Achievements: A kill count achievement with exponential rewards: 50 kills = rewards 100 kills = Title 200 kills = Title (more honorable) 500 kills = Title + reward (even more honorable title and so on) For PvE, the operation would be the same with all the bosses of the game for example. Clearly this would not necessarily add a major change but more content, I insist on the fact that it would push people out of the villages and to go to the danger zones to go and achieve their exploits (pvp or pve) and would boost overall pvp Peace on you
  2. 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.
  3. Hello or good evening everyone ! Today I'm going, it's been several days now that I try to collect several ideas with my friends that could (according to us) add renewal and content! Why this suggestion? Quite simply in view of the release of your game on steam for July 2022. In our opinion, the game has a big potential overall and in the RP and the ideas that we are going to propose to you, could contribute to the good reception of new players (casual and try hard). I. Suggestions that would add new content to the game and revival 1. Economy system by village This is a point which has already been raised on the forum by Donatello Johnson and which is really very interesting. We wanted to relaunch it and complete it according to our ideas. Here is the link to his idea : @Donatello Johnson (I know several were on the project but I tag the one who wrote the subject) To legitimize his idea which must be implemented so that ours is prominent we wanted to add this : - If the trading post system is set up for each village, it would be wise to set up a savings system specific to each village through these trading post. This will add content but also a secure passive RP for the players (the economy affects everyone). Example : Let us give the possibility to the Mizukage for example to establish a minimum and maximum ceiling of a tax at the trading post ranging from 1 to 10%. All the players who would buy or sell at the Trading Post of Mist would result in increasing the resources of the Treasury and thereby implanting a treasury that only the Kages of each village could have access to. All the more so since these systems could help those new to the game (starter pack for example), help finance events, and the official organizations already in place in each village (payroll). - Secondly, have a tax specific to each village and that only the Kage can have access to it. This would generate tensions, wars and trade alliances. (Certainly more activity too and for reasons that may be RP) - Although it may seem complicated to set up, we also offer an alternative which is very simple and which remains a good idea despite everything but which unfortunately will not give more content or PR than that. The idea is this: create a neutral zone like Toad where anyone can buy or sell whatever they want. 2. Solar and lunar astrological sign (charms) (suject already mentioned by @Ainz Ooal Gown) Since there is already the possibility to choose your astrological sign for 500 ryo, and that some players seem unhappy with it, it could be possible to add the possibility of choosing a lunar astrological sign (RP side) in order to give a second option and not an implicit reset to the players. It also gives everyone a second chance. Although charms don't come at a big disadvantage for those who don't have them or those who don't match their stats. 3. An overhaul of daily quests There have been a lot of suggestions in this regard and I think it is once again important to get this subject back on the table.Knowing that the game will soon be known to all (and we sincerely hope so), we may consider revising the quest system. For example, between each rank of mission, that there is a minimum and maximum ceiling of experience and the same thing by level bracket (by 10). There is also the concern that some quests of the same level (A for example) are more complicated than other quests of the same level but give less experience. The opposite also works. Example : Say I have two quests of the same rank (A for example). - Glacier Bear Hunt - A Rank - 41000 XP whitout blessing - Retrieve Compromised Documents - A Rank - 149,985 XP whitout blessing The XP difference is just huge despite the fact that the quests are of the same rank. I understand however that the difficulty cannot be the same between the two but in this case you have to change the rank of the first quest mentioned in the example. Hence the principle of overhauling quests and the minimum and maximum fixed ceiling between each rank quest. 4. Big long-term content goal for Akatsuki and villages It is perhaps the subject which will be the most complicated to set up or even to speak about it but I think that with the dialogue between us (players and developers) we can give birth to something great. Principle of the idea : Add the Bijûs (at the scale of the game) i.e. 3.1 Bijû per village and respective to its village or other Why ? : Because being a game that strongly encourages role-playing, Akatsuki's main objective would be to capture the Bijus and the village to defend them. This will give Akatsuki and the villages a long term perspective. How to do it ? : By implanting 1 Biju per village currently given the size of the map and the existing villages, this is a game-wide proposition. Functioning : The villages must protect their Biju which will in this case be either in the village [proposal A] or a person designated by the Kage [proposal B] who will have the shoulders to contain the Biju. Explanations : A. The Akatsuki will have to attack the village and defeat the Biju or put it below a certain HP threshold, then use a sealing spell on it to capture it. (Sealing spell with a minimum cooldown of 24 hours and to be used by several people at the same time on the Bijû) B. This is the idea, I think, the most complicated to date: Give a player (one of the best players in each village) the Bijû (after designation). I think the easiest way to implement this would be to have the Biju he owns as a summon that he could spawn. However, if the latter has been designated to possess a Bijû, he will not be able to have access to the other invocations or will have to make a radical choice which is to delete his old invocation. He would therefore lose his Bijû after a certain time (player rotations) or if he loses it.) B bis. For this type of operation, we have thought of the police jutsu which allows imprisonment. We would then start on the same principle that would offer Akatsuki players to seal the person who is in possession of the Bijû once dead and who would teleport it to the Akatsuki's lair (blocked until the bijû is extracted from him ). In an RP manner, it will be up to the player in possession of the Bijû and the Kage who designated the person to hide the name and who is the host of the Bijû so that it does not fall on the Akatsuki's ears. Advantages for the Villages ? We have a basic idea which is to give a unique buff to each village with a Bijû (buff for all players) BUT being a versatile subject, there are several ideas available so it is a point which is open to various proposals. (like the whole post). Example : - Leaf Village: Buff for faster Chakra regeneration for all players - Sand Village: Reduction of cooldowns on all their spells (without abusing it) - Mist Village: Stat buff (+5 everywhere) /!\ This is just a non-exhaustive list of what we offer, again other ideas are doable. /!\ Conclusion of the first major point of the new content and the renewal that there could be : We understand that there is an intention to make your game hardcore, but you should try to reduce the farm and make it more versatile in view of the game's release on Steam. That new players have more content and a better gaming experience when they arrive. This is why we are also talking about a part relating to the quality of life on Nin online (the potential changes to be made) II. Improved gaming experience and quality of life 1. Attendance system Rewards To reward the most active players as well as the taxpayers, a reward system could be implemented. A system that would increase with the days giving gifts such as: - Ryo, ordinary and rare resources, blank scroll, reward coupon (same as event coupon), daily reset, all sort of things can be implanted. - Premium (gold ninja), possibility to have a blessing during the duration or double rewards or exclusive outfits. /!\ This is just a non-exhaustive list of what we offer, again other ideas are doable. /!\ 2. Ability to reset second mastery only The current game being complicated in the leveling, when we arrive at level 50, we pass a course and can be the most important moment of the game. Knowing that we do not have the right to the error with the few available resources (few / no videos, incomplete wiki ...). We offer two alternatives : - Lock the first mastery to prevent abuse and allow players from level 50 to choose their mastery and have the option to reset it once later. - Create a place where you can test the mastery available from level 50 so that you can correctly choose the one you want. 3. Buff House We have thought of all the possible ideas which do not tarnish the current system and which would avoid an imbalance between the player. We deduced that: - Obtain buff proportional to the price of the house example 5000 ryo = 5% xp / 2000 ryo = 2% xp. 4. Faster decline in Battles injuries We fully understand this BI system which prevents us from returning to the area too quickly or which allows us to avoid giving the advantage during a village defense against a raid. However, I think we could cut the time twice as fast when staying in the hospital. 5. Duel system included directly Directly include the duel request when clicking on a person. At the end of the duel everyone recovers their HP automatically. In order not to spoil our beautiful arenas (I am thinking especially of the village of mist) always perform the duels inside the arena. And less work for our doctors 6. Anti pvp system up to level 20 In view of the release of your game on Steam, since the lower levels get killed by the higher levels with no way to retaliate it would be preferable to set up a system where the levels ⩽ 20, cannot be attacked in the perimeter of their village (xp zones) but can be killed outside of it. It's really not fun getting killed all the time when you have a low level, especially when it's constantly. 7. Selection of the number of resources during trades I think this is a rule of thumb when trading MMOs, which is why we are offering this to you in order to make trading easier. Being able to choose the number of resources during an exchange. We have discussed these points at length together and we believe that these suggestions are common to all. We would like everyone to be able to contribute and add their ideas as well as improve our own. We believe that together we can improve the game and we sincerely hope that our ideas have been read carefully! Pour toutes questions méritant des explications plus détaillées, vous pouvez nous contacter en privé en jeu ou discord. Fujima ; Khalif#9191 Soya ; Don.#0301 Ynaws ; Swany#8857 Tetsuru ; Tyga#9153 corbac ; kamicorbac#0616 Kasi ; Asik#5580 Suggestions offered by : @corbac@Tetsuru@Kasi@Soya@Ynaws@Fujima
  4. All the ideas here are interesting and add RP and realism to the game but I see only one downside in all of this, and that is the charms. I think that by passing a rank you could have your astrological sign read again, but not indefinitely. In the RP, we can say that it is part of the traits of our character and therefore rerolling too many times will break this RP
  5. Hello, i know the post is a bit dated but the idea is excellent and i wanted to write a message here to update the suggestion. And also, if it is possible to push the system even further, why not impose a tax specific to each village ?