Poll on my next Nin Project


Erox

What should i work on Next?  

115 members have voted

  1. 1. Choose one of the following to be added an an experimental change

    • Jinchuriki (This will be renamed to avoid Copyright, but we all know this is a Naruto game at heart, also the art will be limited since i cant implement new art)
    • Special Techniques (Sage Mode, Curse seal, This also will implement changes to the medic skill set)
    • Corp Changes Part 2 (This will include Medic Corp, MPF's and Yakuza)
    • Low level experience (This will include the level 5-15 arc and possible other changes)
    • Sea path Expansion (This will eventually include new side quests)
    • Something else entirely! (Make a comment tagging me with your idea, i will do my best to take your idea into consideration)

This poll is closed to new votes


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I personally think Jinchuriki and Special Techniques are extremely high priority, me and a lot others have been suggesting both of these things for YEARS. BUT!!! I think the highest priority should be Advanced Masteries. Hear me out, I know a lot of people have given up on this concept as a whole but think about how the older players would feel if Advanced Masteries were added, everything would come full circle. The addition of Advanced Masteries not only would bring back something that was promised, hot so many players hyped, then was cancelled, but it would bring something that this game sorely needs, DIVERSITY! This addition would easily take the game from being maybe 5 different mastery combinations (let’s me honest everyone just finds the meta and does basically the same thing) to countless play styles. Some people would have wood release, some Blaze Release, Lava, Storm, ALL of it. Not to mention the people who would go double wind for example and be able to finally use that Rasenshuriken that we’ve seen flashed around. Okay i’m done ranting but really take into consideration what this kind of addition could mean for the game and the player base going forward. Thank you for reading <3

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While jinchurikies would indeed be cool, thats only 9 players at max being lucky enough to behold new content.

Special abilities does sound promising and fair for everyone. I voted for that. 

Know that every ideas you mentionned would greatly improve nin. A lvl 5-15 arc could make new players stick to the game. That would be my vote if i wasnt biased by my own needs.

 

PS : med corp will only make the game worst. Have faith in those wise words 

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12 minutes ago, Amaterasu said:

I personally think Jinchuriki and Special Techniques are extremely high priority, me and a lot others have been suggesting both of these things for YEARS. BUT!!! I think the highest priority should be Advanced Masteries. Hear me out, I know a lot of people have given up on this concept as a whole but think about how the older players would feel if Advanced Masteries were added, everything would come full circle. The addition of Advanced Masteries not only would bring back something that was promised, hot so many players hyped, then was cancelled, but it would bring something that this game sorely needs, DIVERSITY! This addition would easily take the game from being maybe 5 different mastery combinations (let’s me honest everyone just finds the meta and does basically the same thing) to countless play styles. Some people would have wood release, some Blaze Release, Lava, Storm, ALL of it. Not to mention the people who would go double wind for example and be able to finally use that Rasenshuriken that we’ve seen flashed around. Okay i’m done ranting but really take into consideration what this kind of addition could mean for the game and the player base going forward. Thank you for reading <3

I dont have access to the necessary art to handle this task, i do however understand and agree with Rory's reasoning as of why it was canceled 

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-Mist travel issues

 

Sand to Snakes 2:25
Leaf to Snakes 1:57

Mist to Snakes(running) 6:18
Mist to Snakes(boat ride) 7:53

 

I believe the Mist time has been cut by 40 seconds since the last change but I haven't timed anything since.

 

 

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I think the low level experience could be better so a dedicated arc with more actual content would make it way better. I would set the needed level to 10 since after the welcome to mission line and a bit of grinding you can hit lvl 10 fast.

A way bigger gap are lvl 35 to 40 and 45 to 50.

Since I made a post for recalculate daily mission xp Link to the Post here the overall level experience would be way better. I think there are too many missions dropped because they aren't worth the time doing them because the amount of xp they give. And any mission should be worth to be done because someone spend time creating them.

What I personally miss is the lack of content after your daily missions. Since you get your daily missions from the village mission desk and only there, why shouldn't we get other missions from different villagers (npc) as well? There are some open world missions as well just to be clear.

For example a local fisherman that gives you x missions to catch different types of fish for x amount of xp and ryo. And maybe one weekly mission to catch a legendary fish for big xp.

Same as gathering missions like the medical III dailys, the time you need to complete the mission is huge if you aren't rich and need to do it from scratch, so make this kind of missions not a daily but maybe weekly extra mission. 

As for content I would love to see instanced pve content like bosses with random loot tables you could join with a group of upto 4 ppl to try and kill a boss. Entrance fees could be big amount of farmed items or special boss coupons earned during events or traded for items. 

Ah and for the grinding guys out there, the mob xp after lvl 30-60 should be set to a realistic amount. I could do some math for calculating mob xp if needed.

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Mission Adjustments

Dailies

I personally would like to see Daily missions fixed. Daily missions before level 25 do not give enough experience and then 25-26, you start getting all these un-accomplishable hunting missions that would give you enough experience. Then later on all you want to do are hunting missions and abandon the rest...

- Remove lower level dailies from higher level roster (i.e. 31k relaxation for people needing millions of xp)

- Increase experience for lowbie missions like hawk down that give less than grinding for the time spent.

- Add more missions to the daily roster so it's not always the same thing.

Arcs

I think the arcs would benefit to some DLC.

- Add a part 2 or extend missions to 20 arc/ toad arc/ 40 arc/ LOI. 

Side Missions

Late 30s and 40s are pretty slow and could benefit from some side missions. 

- Add side missions to Sewers, Scarabs, Ant Hill etc

I am happy to come up with some missions that could be added too just lmk if it's something worth investing in. 

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Adding Bijuu's/Jinchuuriki's would definitely give some needed content to the game. Here's some suggestions that I like to bring based off of a Naruto MMORPG game that Erox and I were working on as GM's several years ago:

-After defeating Bijuu; The ninja who takes the final hit becomes the Jinchuuriki
-The buff is only temporarily until they're defeated or log off (if they're logged off longer than 15 minutes). Afterwards the Bijuu will respawn back in the open world in the next 30 minutes
-Kage/Anbu Leader/Akatsuki/ get a Sealing Jutsu, which allows them to take the Bijuu and seal it inside whoever they want. They can seal it inside themselves or to another player
-If a Jinchuuriki dies; they're unable to press enter for 60 seconds. Giving Kages/Akats enough time to steal the Bijuu from them
-Should take at least 10 seconds to extract the Bijuu with the Sealing Jutsu (Equivalent to Revive cast speed)

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Part 2 of the corps is something that would bring some spice to the table for the whole in-game systems.

I can't agree more with what Persy said, the dailies need a rebalance, there are some awful gaps of leveling that ruin the player experiences, the first missions and 20 arc have been of great help, but it's still not enough, some polishing around it would be awesome.

Example:

If faiting on spying the kage office or survillance wouldnt remove your progress would be awesome
having increased Time Off missions beyond Timee Off 3, specially at lvl 45 & 55, the exp you get its a mere waste of a daily

What I mentioned are pure ideas that ofc impact the "new gen" of ninjas as it seems its the main focus now, improving/rebalancing the dailys would be a very great idea.

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I started playing this game 2 months ago. I brought with me more than 20 players to play with. 

We all started knowing nothing in the game, exploring and reading the tutorial... in the moment, I'm the only one who is still playing the game, and that sucks!

The "conversion" from beginner players to veterans is between 3-5% currently. This does a lot of harm to the game, because it has many new players, who end up giving up, losing interest and never coming back!

so maybe we should find out why and try to fix that "conversion" to a higher number!

HERE IS A LIST OF SOME REASONS THEY QUITTED THE GAME:

1. Super boring to level up until 20.

2. Boring to kill mobs with almost no jutsus avaiable.

3. Extremally hard to level up in the first levels compared to other games.

4. Spam-killed from higher levels of the other villages.

5. Unable of finishing daily in other villages because the higher level kill the lowbies all the time and there's nothing they can do.

6. Economy broken they have 0 ryos to do anything, not even for tools.

7. Bugs in the game, crash in some maps and also the lack of content in Portuguese.

This is only a few of the reasons. I can go on with that list but I feel like you already got my point.

thanks.

 

 

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Heyo,

 

I get that advanced masteries aren't going to happen for a number of reasons, but what's your stance on giving clans something? It could also increase build variety, which I feel is the biggest reason ppl want ams, but would probably be a smaller undertaking.

 

Kind regards,

Vonalzo

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8 hours ago, Indra said:

While jinchurikies would indeed be cool, thats only 9 players at max being lucky enough to behold new content.

Special abilities does sound promising and fair for everyone. I voted for that. 

Know that every ideas you mentionned would greatly improve nin. A lvl 5-15 arc could make new players stick to the game. That would be my vote if i wasnt biased by my own needs.

 

PS : med corp will only make the game worst. Have faith in those wise words 

honestly this might be a stretch but i was thinking. maybe they could make jinchuriki status similar to the Kage experience, there’s about 9 jinchuriki and every 6 months (just a time period i’m saying based on kage it doesn’t matter too much) they switch out. that way it gives jinchuriki a long enough time to have fun with it but also gives other people a chance every so often.

8 hours ago, Erox said:

I dont have access to the necessary art to handle this task, i do however understand and agree with Rory's reasoning as of why it was canceled 

oh in that case i change my vote to the Sage Mode, Curse Mark, etc. 

i think with that should also possibly come a system for the Hiden Techniques rory spoke of a long time ago with Raijin Teleportation, Rasengan, those type of things that don’t belong to an Element but still should have a place in the game.

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If I thought that it was within your power to make big enough changes to the early leveling experience to actually increase retention, I would have voted for that. As it stands, new techniques/jiinchuriki is the best way to bring players back and keep them for a while.

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what i like to see :

easier grind and better rate drops.

new jutsu and maps (advanced )

world bosses  or random npc bosses that spawn in open world .

add a stun limiter so that a player who has been snared knockback or stunned build immunity like 3  hit and they are immune for 5 sec or more.

add player  made orgs( guardian of asoki)  again .

better overall mastery reworks .

add trading station where pp lcna put item and ask for some ryu for it and the 10% is take by the station and rest is send to players .

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I voted for etc.

Basically I think that improving the early levels *somehow* would benefit the game, but in the long run I would much more love to see mixed jutsus, that allow for much more variety. Having those combinations matter, will give vaterans a long-term goal in trying out all the new combinations and styles. (Daidai explosion style when? :D)

If the focus for ,,new player" is only adding a few quests in level 5-15 range, then in my opinion it has a rather weak impact once this arc is done and new players hit all sorts of things. Basically the list that VLXD wrote above and that I wholheartedly agree on. Starting even with something as the choice of your specialization. Medic and especially int WM do effectively pay 2 ryo each time they use a jutsu. This is something that should be added with red exclamation marks in the specialization selection screen. And generally those descriptions should reflect much better what those specializations really do instead of some fancy fluff words that just sound nice.

As someone who returned after 6 years I might see certain things differently from the core player base, but in my honest opinion, there are a lot of things that cause frustration which cause to drive players away. Like (as VLXD already mentioned) getting stalked and killed by high levlers without a realistical chance to fight them, repetitive dailies and a ton of dailies that rate very high on the *just abandon, it is not worth it* list.

In case it helps: what did drive me personally away 6 years ago was getting repeatedly killed at larvas, leaving me unable to reach level 10 comfortably (Sand). I am glad that current Sand's situation has now a lot of active players and I did not experience such a situation to the extremes as 6 years ago, but it is something that can still easily happen at certain times with low player activity of the ,,strong protecting" group or low player activity in general.

Oh and there are tons of bugs, that also leave a bad impression, but those in details don't belong here (I will make a separate post about that soon)

 

TL;DR:

New Jutsus of combined masteries are good. New Player experience does not end at level 15 but includes the whole range till 2 masteries; and that thorny path really needs some rework.

 

PS: Sorry for much text :P

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@Erox @Kin @Shissei @Dora @Gol D Roger @Unkofakits @Steezo @Esty @Donatello Johnson @Sukki @Kuhou @Genshin @Vipe @Strength @Black Rain @Yashagoro @JunPachi

It's time. My brain must go to work. 


 Level 60 Arc; Road to Land of Lightning

Make a Bridge at Leaf Training Ground that goes East and paint the map to the North. 


image.png.cb2c9aae40d0052ced63a3a975758208.png

Add the following mobs to kill on this route: Jellyfish, Seagulls, Pelicans, Parrots, Dolphins, Whales, Sharks

image.png.807fa4292af064a1d3270120d31e4643.png

The Land of Lightning should have another rogue spawn, bingo house, and a Daimyo that can give them missions. The Land of Lightning also needs a second boat ride for the ride to the shore, which will lead up a mountain top into the peninsula for the Village Hidden in the Clouds. A GM should start as the Raikage and we should get what was intended to be STORM STYLE (from advanced/combined in the past) as Cloud's Hidden Mastery. 

I want a lightning and a water dragon to cast in the form of an aoe.

23 hours ago, Imhotep said:

If I thought that it was within your power to make big enough changes to the early leveling experience to actually increase retention, I would have voted for that.

You're such a rude guy bro nobody asked. 

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