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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.
Features
Ideas for Features for Nin Online. Some example features include...
- Guild System
- Clothes Dyeing System
Some examples of Content, that are not features include...
- Rebalancing Phoenix Fireball Jutsu
- Nerf Wind
- New Map North of Tanzaku Village
197 ideas
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10 votes
Ability to Lock Hotbar
During large-scale fights, I notice that my hotbar will occasionally be missing a few items or jutsus I put on it because I'm trying to target many people on or near it that the designated "Target" key wouldn't be able to reach.
It would help so much to be able to lock our hotbars to prevent that from happening—either to prevent item/jutsus movement all together or to only allow movement of placed items/justus when SHIFT is held down.
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1 vote
Guide Book
Add a small Quest (low lvl) that gives a guide book
Kinda like the Pokedex, it keeps info about mobs once you reach a certain kill count
You get to see some info
Drops HP Abilities Locations Maybe even get a unique cosmetic and/or recipe.
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7 votes
Guild Mission Exp
With guilds being in and no unique way to level them up besides donating ryo, p2w cash shop exp scrolls, or grinding mobs endlessly.
I suggest we add guild missions since it's a group of people together working towards the same goal.
Guild missions cam be simple such as
-Kill 1000 Bears
- Kill 500 snow wolves
- Capture (insert map name) capture point
- Defeat the Kuraken
These missions could be weekly Missions or daily missions and a guild is only able to get 2 per day.
The guild exp amount cam be determined by the staff team of nin.
This is to encourage more guild activity together because currently if Me and another player were to both kill a boss the exp and/or the reward would be given to the player that did the most damage while the player that did the least gets nothing.
The suggestion above awards guilds as a whole that show teamwork and help each other towards a goal.
Another suggestion is as followed:
- Add a new perk where 1% of mission exp is turned into guild exp.
As your guild level grows the exp amount needed to level it does as well with some numbers being very high. Meanwhile mobs exp stays low and makes it just a long tedious grind. With level 50s-60s alot of them are forced to grind/farm exp on low level mobs which makes it harder for Lower level players to find mobs to train on or do their missions to kill said mob.
Guilds are a great thing to be in nin it just needs a few tweaks and additions to make it even more better.
Enjoy the suggestions!
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3 votes
Guild ideas
Reduce the guild stat boost from 10% to 5% or remove it entirely and readd it once more guild features are added.
Add a new perk where a % of fishing exp is counted as guild exp. It would have 5 perk levels that cost 6 guild points per level. I.e. 5>10>15>20>25%
When woodcutting and guild houses are added; allow woodcutters material from trees/bushes/etc be used to craft furniture/items that can be placed in guild houses.
Also allow woodcutting to have a perk similar to the fishing perk above that translates a % of it to guild exp.
When a guild member captures a capture point/zone allow it to give a reasonable amount of guild exp to encourage more danger zone/raiding activity and an additional way to get guild exp. You wouldn't be able to get guild exp from that same zone/point again for 30 minutes so if you capture again in under 30 minutes it rewards nothing except the drop rate % bonus it gives already.
Add guild exp scrolls to the event coupon shop. 1000 guild exp = 5 coupons
5000 guild exp = 10 coupons
15000 guild exp = 15 coupons
1 guild level scroll = 50 coupons
Add a guild co leader rank which is granted the same commands as the guildmastsr except they can't disband the guild. P.S. these are just ideas some can be used or none at all. Hope yall like some of them
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19 votes
Guild Treasury Perk
As the title suggests, it believe it would be beneficial to add a treasury system to guilds. It would not only create a centralized trading station for guild mates but would incentivize guild mates to gather quest related items for each other.
The way it would work would be, guild mates would trade within the guild UI similar to how you donate Ryo. The trade transactions would be displayed on the History tab for future references. To prevent anyone from acquiring items from the treasury at random, only the Guildmaster and Committee can transfer items with the transaction also being added to the history tab.
Acquiring this perk would also allow you to store items you normally couldn't store/trade like the Land of Iron Prison Key, Coupons, Stat Resets, Blessings, Daily Resets.
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2 votes
Add a Buff-like icon when you have a summon out
Yo, I want to suggest just as the title says to have a little bufflike icon on your screen while you have a summon out. If the summon is killed or a summon did not follow you over a mapswitch, then this buff will disappear. This makes it easy to track if there is still a summon in the map that belongs to you or if you should use your summoning skill again.
Now... you may say ,,Hey Pogo, this is not necessary, because you can see if a summon is already following you" or ,,If a summon is killed, the cool down starts ticking", but in actual raids, it is too easy to lose track of cool downs, when your primary focus is on the action at hand. Furthermore, Summons are easily distracted or getting stuck at whatever things instead of actually following the summoner. So even if you did not set someone else as a target, your summon might have wandered off for various reasons. And on top of that, summons may follow you into other maps... sometimes. And sometimes not. If a summon decides to not follow you into the next map, then the summon is obviously not there anymore, but you also also do not get a notification.
While it is easier to track a summon when you are alone, it becomes more of a problem the more people are with you; especially in raids when there are a lot of other people use the same type of summon, it is just too easy to loose track. So as an example take this screenshot of a raid and try to answer following question with certainity: Is my Giant Puppet summoned at this moment or not?
My summoning ability is not on cool down and you can see multiple Giant Puppets on the screen. But is one of them really mine? To check, I would need to use the summoning ability. If a summon appears, then none of the puppets there belonged to me. But if mine is already in action, then using the summoning ability will despawn mine and taking away DPS until the summoning skill is available again. In a serious team fight against an opposing force, this is a critical probalem, where each single bit of DPS helps.
So My suggestion is to add a little buff icon like this thing...
...to indicate that a summoning is active right now. Yes, that image was 30 seconds of work in paint, but it shall convey what I am talking about. Someone else could probably get something better, but feel free to take mine aswell as a temp.
Having a Buff Icon ingame will make the confusion in raids more clear and help to make better decisions when it comes to summonings.
Pogo out ~
PS:
On a different note, I find it very insulting to have now only 27 kb of total image size that we can upload. I had to terribly downscale the raid pic to even be able to upload it at all!
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15 votes
Earth Wall Placement Options [With Image]
The idea is to add different options when it comes down to placing Earth Walls. This will allow for different gameplay and tactics involved in fights/raids.
An additional use case would be to allow Earth Walls to be placed down as a platform so you can fight on water; being able to charge chakra. This would also be a good incentive to add more water maps in other area of the game. (Dersert Oasis in the middle of Big Desert) (Big River flowing through CF) etc.
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1 vote
Keybind to set a Focus Target
Hey guys, I think it would be great to have a Keybind to set a Focus Target and also another Keybind to switch between current Target and Focus Target. What do you guys think about this idea?
The Focus Target plate could get a star symbol or something to visually show that this is your focused target.
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2 votes
Hotkey for targeting Group Members
Please add the option to target group members via. Hotkey or if not possible target trough them.
I would be great to even make it possible to use combined keys for it for example (Shift+1234). In larger fights it can be annoying to press the target key over and over and can't focus on healing for example.
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4 votes
Toggle Show/Hide Item Names in Options
Hey guys, while grinding and generally I would find it way more comfortable to toggle the show item names on the ground On/Off instead of the need to press the key over and over again to show drops behind trees. Should be relatively easy to implement. @Ueda
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1 vote
Keybinds separated for each account
Is it possible to add it so that each account has their own set of keybinds? I have some accounts, and all three of them have different keybinds. For example: on one of them I don't use the keys A or D for any skills, but on another one I do. And since it saves client-wise I have to rebind everytime I play the other character. Cheerios
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5 votes
Jonin NPC Raid Defenses
There should be two types of Jonin NPC,
the standard Jonin NPC we have now, and a BUFFED VERSION that spawns to eliminate raid forces outside of raiding hours.
Currently an enemy raid force can push through Villages, kill the current NPC Jonins, wipe out a Village and hold players in their village hospital without issue for as long as they'd like.
Countless examples exist where the enemy ninjas goal is simply to make people log off the game.
THIS IS COUNTER PRODUCTIVE AND HURTS THE GAME MORE THAN HELPS.
I'd like to suggest a Superman esque Jonin that players cannot destroy guarding hospitals, but only when its not during War/Raid Time hours meaning he would spawn each time Raid timers turn off.
The goal is to continue allowing pvp in Villages during raid hours, allow for pvp in Villages during non-raid hours(since the Jonin positioning is kept to hospitals), and allow for the current spying missions to still be able to get completed(again since the Jonin position is kept to hospitals)-- but keep away situations where toxic players are trying to make other Ninja quit the game by not allowing army forces to hold players in one place and stopping them from playing the game.
I believe this idea paired with Sirch's Global Map Gridlock Fix: Highlighting Nin Online Chokepoints will add a healthy amount of change to the games raiding scene.
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6 votesPlanned
Auto Track Missions
Not to sure if its a thing or not i havent played the game in about a year, but it would be alot easier if the missions auto tracked, like Dailys is the key missions, it would save a little bit of time for the new players as well as one who still play.
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6 votes
Skill Indication on Bosses
I am a really big PvE fan, and I enjoy taking on bosses for a chance of dropping a rare item. But the problem I have with bosses in this game is that they're not very fun to fight. A random flicker, that can come at any time, and a 400 dmg hit to your face isn't really something that's fun to play around. I don't know, but I think most people would agree.
My suggestion would be to incorporate an idea that most MMORPG's uses. And that is an indication bar that shows you what ability the boss is about to use. I probably don't have to put a picture in for most of you all to undestand the concept, but I will nonetheless!
(From WoW. You can see that the enemy is about to use the move "Pounce", and so you can react accordingly to this ability.)
(From FFXIV. The mob is charging up an attack, the blue bar, and you can act accordingly.)
My suggestion is to add such a bar onto boss mobs, so that the combat can be a bit more fun. Maybe even add some type of "interrupt" chance when using stunning abilities, or silencing ones? It would be nice if bosses had this indication bar for all their abilities, EVEN FLICKER!!! A 1 second or even 0,5 second cast time flicker with an indication bar from bosses that you can react to would make a big difference when fighting bosses, and it would make it a lot more fun.
TLDR: Add indication bars to bosses to show when they're using their abilities. It's more interactive, and more fun fighting these types of bosses than being hit with a random flicker out of nowhere and facetanking 500+ due to your substitution running out because the boss never flickered. It's better being able to react with a sub pop, than an instant cast. That goes for all abilities a boss has.
Thanks for taking the time reading this post. It's something I've thought of for a while but never sat down to suggest. I think a lot of players agree, but tell me otherwise in the comments! Cheers.
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3 votes
Add a pond to Leaf and Sand GD
Would be cool if GD had water to fish at while doing the mission.
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3 votesPlanned
Remove the mandetority of Body Flicker Technique in order to use Flicker Pads
Introduction
I want to talk about Body Flicker Pads, that allow players to get teleported to a set destination and the fact that in order to use them, you are absolutely forced to give up one of the few very precious jutsu slots. But also, how the game forces this decision on you and only gives the illusion of a choice.
Flicker Pad functionality
Before I come to my suggestions, here is what I am talking about:
On the screen there are 2 Body Flicker Pads that teleport you onto the hill or down from the hill when you touch them. But this will only happen, if you did learn ,,Body Flicker Technique". The level of this technique does not matter for the Body Flicker Pads to work, as long as you did learn it at all.
There are a number of jutsus that let you teleport or that also have ,,flicker" in the name like Lightning Cutter Technique or Flash Flicker, but Flicker Pads only do something if you have Body Flicker learned. Otherwise you will just walk over them and nothing happens at all.
Body Flicker in itself is a jutsu that also can be actively used in order to instantly teleport to a nearby target at the cost of a few chakra points. This said, using a Flicker Pad will not consume any chakra nor will it set the Body Flicker Technique on cool down.
The issue
Now, on its own, having a requirement in order to advance somewhere is a nice concept. This might be quest lines that opens up a path to a new boss or a hidden secret that unlocks a certain passage. In the past, the number of jutsus that a player could learn were not limited and thus it was a nice idea to have players put efford into aquiring just another jutsu into their collection in order to use those previously inaccessible teleportation devices. Furthermore, those Pads used to be just shortcuts for areas that were otherwise still accessible by making a detour.
However, there are 2 changes or additions that create a really nasty mandetority. Each alone is nothing serious, but it is the combination of those two that creates an issue:
1. There had been places added that are by no other means accessible aside from using a Flicker Pad or by using unintended behavior like duelling someone with substituation jutsu active and stepping onto an explosive tile to teleport to him (Which works in the Lv 30 Arc at the Raccoon Hill). But even by doing those unintended workarounds, there are still some truly unreachable places like the Cursed Host filled chasm, the Abanddoned (Snake) Lair's deeper floors or Leaf Village's Sewer house; just naming 3 that instantly come to my mind. But even if you can cheese the Raccoon Hill in Arc 30 with another player, if you are playing without another player or Lightning as your mastery, then you are effectifly stuck and unable to ever finish arc 30, if you do not posses the Body Flicker Technique. 2. The second change is the heavy limitation of the number of jutsu slots. The incentive behind might be for balancing reasons to have players carefully choose one jutsu over another and limit their power and have them make decisions. But at the same time, it creates a mandetority to have useless skills be dropped and ignored, in order to fill those slots with better skills. Now... each on their own, those two things are harmless: if you have limited areas that require a certain jutsu to access, it is not an issue, if you do not have to worry about carrying dead and useless jutsus, if the number of jutsus that you can posses aren't limited. And having a limited number of jutsus is not an issue in playing the game, if all places are still reachable by making detours, as long as you can reach everywhere.
But having those 2 things combined does create problems: You will never be able to finish the Snake Lair missions or enter the boss fight like this. The Cursed Host cave will be forever a dead end and the boss at the end or the whole cursed Laboratory will be off-limits for you. And an enemy player can literally go afk for hours mid fighting on the other side of the Leaf Sewer chasm without you ever being able to get to him. And as already mentioned above, you will never be able to finish Arc 30 on your own.
What previously was more of an inconvenience did now turn into a mandetory illusion of choice that appears to you with the ability to unlearn Body Flicker if you do not need or want it, but it actually forces you to have it learned at the cost of more valuable skills that you can not learn anymore because of this fact.
The Suggestions
Now, personally I would love to see the entire Body Flicker requirement be gone for good and have those Flicker Pads just always work. This would leave Body Flicker as a jutsu that players actually can learn or not learn based on the decision if or if not they want to use the Body Flicker skill itself in combat or to jump up a ledge instead of walking around.
However, it would oppose the initial idea of having Flicker Pads be something to work for and it would reduce the already few numbers of actual things that a player can archieve and unlock in terms of locations and secrets. And it would also keep an even better sense of archievement, if a function is not available from the very beginning.
Therefore I want to bring forward a few suggestions that would ideally keep a sense of archievement, but also will actually respect the player's choice of skills without forcing a decision onto them.
Level Requirement: Since a lot of things in this game are already limited by level, Flicker Pads could be just another thing that are affected by it. This could be the whole Flicker Pad system unlocking upon reaching a certain level, but a certain level could also be unlocking only specific Flicker Pads, effectively making certain areas level-locked. It makes sense that a player who is more knowledgeable learns to use more devices and functions of the world he lives in. Having or not having Body Flicker will not have any effect on Flicker Pads anymore. No requirement at all: Now this is a cheap solution that would require the least amount of efford: simply have Flicker Pads always work unless it is tied to specific conditions like belonging to a certain village or quest progress. The downside here is that the feeling of archievement is lost though. Individual Flicker Pad unsealing: On the other hand, it is also an idea to fully embrace the origin of having a player work for their archievement by having them unlock each Flicker Pad individually. This could be done rather straight-forward by buying unsealing scrolls for specific Flicker Pads inside a village shop... ...but especially the more interesting Flicker Pads can be attached to some sort of challenge or quest like the Snake Lair Flicker Pad. ...And some Flicker Pad Unsealing Scrolls could even be rare drops that players can work for. Once unlocked, those Flicker Pads will remain unlocked. Reworked Jutsu list: Another approach is to take care not on the archievement-part but on the consumption of very precious jutsu slots. For instance, the Jutsu List can be separated into categories like ,,Common Jutsus", which are not bound by a mastery, ,,Mastery-Jutsus" where jutsus go that belong to one of the 8 Specializations & Masteries, and ,,Corps Jutsus" where jutsus go that require you to be part of a certain group. So there could still be a limit of the number of jutsus for the ,,Mastery-Jutsus" group, but no limit for the ,,Common Jutsu" and the ,,Corp Jutsu" lists. There could also be a category ,,Free Jutsus" where Common jutsus go that are deemed necessary and which will not consume a skillslot of any of the other groups. This would be an infinite sub-category of ,,Common Jutsus" and allows to still have a set limit on ,,Common Jutsus". Activated Flicker Pads Have Flicker Pads which are permanently activated without requirement, if the Flicker Pad's destination can not be reached by making a detour. This will still allow Body Flicker to have its use for taking short cuts, but it will remove the necessarity of forcing a player into having Body Flicker to even progress at all. Final thoughts
Obviously that list of suggestions is not complete and there may be other suggestions that I did not think of. If you have another suggestion or an improvement to a suggestion of mine, feel free to share your opinion.
I am also well aware, that this very issue only becomes an issue, if a player does not absolutely necessarily want to have Body Flicker for combat anyways. But the way Body Flicker Pads are currently set up removes the choice from a player and practically declares Body Flicker Technique being mandetory while pretenting it is not. And this is a messy situation that needs rethinking.
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9 votesShipped
Make Leaf TG back to Safe Zone
I know theres people that would oppose to this but the sad truth is that since this map changed to a DZ it became an issue to leafies more than anything.
Several people ended up getting rogue by accident or strikes when that wasn't the intention.
This place is well known for hosting several spars between people and even villages back in the day some scrims took place here and now thats gone.
I'd vouch to even switch this DZ to any other map, larvas, GD, spiders, honestly is a buzzkiller to have such a great map for sparing in leaf transformed into a DZ, it fell into a cursed corner barely used to stack bounty or do some WW alt killing (terrible imo).
The leaf village itself dont have a suitable big enough area like sand gd or sand south map, or mist south from kage office place to host some big spars.
TG was the iconic map for this, and the change into DZ killed it.
Can't even invite enemies to the leaf arena so if anything we gotta end up using Tanzaku.
Hopefully with enough support from everyone this can be fixed.
Thanks for taking the time reading me out ~
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4 votesRejected
Puppeteer workaround
hemlo,
Lots of players been asking for either a rework, new puppets, or a completely new mastery//weapon//jutsus that somehow involves puppets. I get it, we can't just snap our fingers and have a complete puppet makeover, especially since it'd need new art, coding and resources to be spent.
We already are at a disadvantage regarding tournaments & events, and since summons take a whole jutsu slot, having multiple puppets ( for most, the weakest summon by far ) is, most of the times, nothing but a waste of jutsu slots and as a result, a weaker character. But how about we brainstorm a cool way to make puppet users feel more competitive without going overboard on development?
Here's the idea I'm tossing around: Giving players that own multiple puppets, a buff.
One Puppet: No change. - Tier 1
Two Puppets: Drop the puppet summon cooldown from 60 to 35/40 seconds. - Tier 2
Three Puppets: Get all those previous buffs + Reduce the puppet cast time from 2 seconds to a 1 second. - Tier 3
Four Puppets: Get all those previous buffs + Add a puppet movement speed boost. - Tier 4
Five Puppets: Get all those previous buffs + puppet jutsu damage buff ( and maybe some cosmetic?? ).- Tier 5
Ultimate Mastery (Six Puppets): Get all those previous buffs + secondary jutsu for the puppet (+ title? ). - Tier 6 Or just an Hp buff for the puppet if the 2nd jutsu is too busted lol
This wouldn't replace new puppets, jutsus or a whole new mastery, but it would give players that enjoy playing around puppets, some tools so they can be a little more competitive.
These are nothing but some random ideas. We can play around buffing both the puppet and the player itself too? Since lore-wise, puppeteers are weak at close combat.
Maybe after unlocking the Tier 3 buff, you get access to a certain questline ( blood puppets p2? ) which, at the end, rewards you with a special puppet? Maybe replacing all past puppets with more healing / defensive / offensive oriented puppets, giving healers and tank players possibilities to play with puppets too, without compromising the entirity of their build.
There're infinite possibilities and ideas regarding puppets and summons in general. I just think that such an interest mechanic, such as summons, being nothing but a " cast them whenever and keep going " is kind of a waste. Or maybe im just biased cos im chiyo's and sasori's *****
Also giving each puppet ( fire, water, wind, light, earth & poison ) new visuals would make both the puppet player, and the enemy, have an easier time recognizing which puppet is summoned ( Instead of just waiting for the summon to throw a jutsu ). Though this would require new art, it can be some really small change, such like a new head//head-piece, or a new color. I'll try sketching something later.
ty 🫂
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11 votes
feature Friend's list notes
as the title suggests, it would be nice to have the ability to add a little note next to the name of a friend in the in-game UI, makes it easier to remember and keep track of people, especially those who disappear for a while or get a name change.
something simple like this :
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11 votes
It is my Ninja Way to kill Yozo - Multiple choices to do Missions
So after spending a lot of time to complete a very specific quest (I stopped counting after 10 days) I developed a deep urge to kill a very specific NPC in NinOnline: Yozo.
Meanwhile, I finished the quest ,,Yozo the Bozo", but only to get rid of its entry in my mission log. It was a pain to do it, but this did also lead me into thinking of how it could be improved: By giving the player multiple options, to not only give alternative ways to beat a mission, but to also allow for a better roleplaying feeling, which is advertised in this game.
Now to say it with nice words: I did not like the mission ,,Yozo the Bozo". But before getting to my suggestion, here is what that mission entails:
This mission can be accepted around level 20 in Tanzaku by talking to Yozo Upon accepting this mission, you are given 200 ryo There is no other way aside from gambling to complete this mission In order to complete the mission, you have to earn 500 ryo via gambling. If you lose ryo via gambling, you also lose progress This does mean that it is possible to have 495 ryo win and then go back all the way down to 0 ryo again. And yes, this happens often. You can only earn ryo for this mission by gambling at dices or by rolling slot machines. Both systems are horribly and leave you with a higher chance to lose ryo than to gain ryo. By spamming the dice system, you can burn away literally thousands of ryos in minutes The slot machine is more forgiving in your losses, but leaves you stuck animations for extremely long times and you are slapped with botting checks each few minutes that will force you to actually pay attention to this monotonous task. You are unable to abandon this mission. It will forever be in your mission log unless you complete it.
So here are my suggestions regarding this, which could even be applied all at once, allowing the player to actually make a choice in how he wants to complete this mision:
(naivly submissive) The current way to do the mission: you decide to take Yozo's 200 ryo and try to accumulate 500 ryo. (beneficial) Instead of gambling, you give Yozo 300 ryo right on his hand. (lecturing) Gambling is bad. Yozo only ended up in this situation because of his habbit. Show him how it is done by collecting a certain amount of drops from a certain monster. Yozo shall sell those himself. Watching you will teach him how to fix it himself in the future. (bloodthirsty) That darn Yozo is trying to drag countless innocent Ninjas into gambling addiction! Kill him and put an end to his deeds! Itachy would be proud. (You might go missing by choosing that option. Debatable.) (scamming) When accepting the quest, allow the player to instantly opt out of the quest by simply taking Yozo's money and never care about him again (what a fool). The quest will be considered as ,,finished" picking this option. (Option to drop this mission afterwards) Since this mission gives you 200 ryo, it would be a problem if you can just abandon and re-accept it for obvious reasons. So either have the player ,,return" the 200 ryo when the player wants to abandon this mission from his mission log... ...or have Yozo simply not give the 200 ryo again, if the player accepts the quest again after abandonning it once. Let us be real: most players have no money after some minutes hardcore-dicing to even afford paying back the initial 200 ryo, not even talking about having 500 for finishing the quest.
For additional understanding, let me explain more losely why I hate that mission with this feedback:
Because it is trash. It does not give the player the option to abandon it. It can easily drain thousands of ryos in minutes. The win rate is far lower than the loss rate. Losing ryo will also make you lose quest progress. The slot machines just suck for a number of reasons If more than 1 player is opering the slots, then the map animates results for each single player rolling at the same time, creating a mess. A botting check is slapped into your face each few minutes. Failing this will kill you and sends you back to your hospital. Running back sucks, especially if you are from Mist. But also running back from Sand is not exactly fun. At least Missings and Leafies have a rather short returning way, but this still does not make the process any more fun. You can not chat while the slots are spinning You can not charge chakra while the slots are spinning You can not use skills while the slots are spinning It forces actual gambling onto players. You can not kill Yozo. Believe me, I tried. Multiple times. The quest reward stands in absolutely no relation to the time it takes to complete it. (For me it was more than 10 days. I stopped counting at 10, so it could aswell have taken me over 2 weeks. I was over level 30 when I finished this mission and I did not even notice the exp bar moving.)
Ultimately this was not the first time that people talked about this specific mission. Here is what I found:
(It is kinda ironic that in the end posting bots are flooding those topics and advertise real money gambling and other shady links @Ueda)
https://www.ninonline.com/forum/ideas/idea/181-please-let-us-abandon-story-missions/
https://www.ninonline.com/forum/forums/index/topic/29655-tanzaku-quarters-gambling/
https://www.ninonline.com/forum/forums/index/topic/31065-tanzaku-gambling-missions/
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-5 votesRejected
Everyone Should Have All Three Passives No Matter What Village
Everyone should be able to charge their chakra on water. Everyone is a ninja that should be able to use the cloak jutsu w/o any trouble. Everyone should have a chance to get up and escape / and or be able to fight again. Passives were a terrible idea with the way they were implemented but I believe with my suggestion; if everyone has all three passives, it should indirectly fix the problem. We already have hidden jutsu for each village and don't need anything steering from the Naruto lore in a way it doesn't make sense.
The only people that will have an issue with this suggestion should be the high ping/low fps players who struggle to secure a kill w/o a (solution: teammate).
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4 votesRejected
Send people back to their village after a certain amount of time offline.
People have been abusing alt characters to get rid of the other villages' raid points and after years it got to the point that each time Sand goes out to get the other village's points, there will be multiple people that make use that we are not defending the village and just use their alts to get the raid points and just log back out. (Those who are abusing it know who they are and i don't even need to mention who)
This needs to change.
I suggest that after a certain amount of time, characters that are offline should be sent back to the village. This would stop people from abusing that and actually force people to walk all the way back and be worth defending and attacking the raid points the way people are supposed to.
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0 votesRejected
RP Influence
I think it would be interesting, with a simple factor (only being able to take the chunin exam who had all the rps done), with that it would influence the people to do the rp missions, many of us want to do it, but we don't have a team, another thing that It would be interesting that, if the ninja became a missing nin, he would lose his position, and when he was forgiven, he would return to genin, with that the people would think twice before becoming a missing nin, my humble opinion
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3 votes
FOR THE LOVE OF GOD CHANGE TOURNEY LVL REQUIREMENT
I know lowbie could have chance to enjoy eventos too, but fighting against high lvls is not Fun for the lowbies and is not Fun for who want to play the event, It disturb the events to have lowbies fighting with and against high lvls, we Just lose or even quit the event because It is Just a waste of time and waste of the whole event that we were waitting the whole day...
Just make events with lvl requirements to join
1 or 2 daily events for lvl 49 and bellow
And 3 or 4 events for lvl 50+
A simple adjustment to make everyone enjoy the event properly, you dont know How Sad is wait the whole day for the event and day after day fall into a lowbies team, It is like ure banned from events for no reason, u Just cant enjoy It.
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27 votes
Select withdraw amount at Bounty Station
Would be nice to have an option to select the amount you wanna collect from the bounty station, since the bounty hunt mission gets repeated on the same day (3 time in row ), but asking for 20/30 ryo only. So having the option to choose how much i can withdraw would be huge help!!