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Showing content with the highest reputation on 05/02/2019 in Posts
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Hey Ninja, Back again with another dev log. This time I just want to talk about some reasons why sometimes I add content which are for a limited level range. Right now mainly two bosses that you can only fight within the level range 20-30 and 30-40. To understand why such content is required, we have to talk about the design of the game, and the core of what is fun in an MMORPG. First of all, when I approach the design of Nin Online, I don't think about training from Levels 1-50 (or the new level cap when you're reading this!) as a requirement/procedure to get to the fun bit. One intention behind the design of leveling up from 1-50 is to provide players with a story to tell about their character, how they got to their power. A story to tell Think about the difference between playing Nin Online and playing an arena based game where you jump in on a level playing field, eg. Shinobi Striker. If you play Nin Online, you character starts off as an Academy Student, starts doing menial tasks for the village, eventually grows and discovers his first elemental chakra nature, or that he's gifted in Taijutsu or Medical Ninjutsu. He does a few missions that require him to team up with a group of 3 ninja and work under a Chunin/Jonin instructor. He makes friends along the way, and when he's killed a billion times in this leveling journey, he makes enemies too. Hopefully he's made more friends than enemies, that can help, and he's found some sort of purpose. It feels good to overcome obstacles Jumping into a game in an even playing field is fun when you want a purely competitive, fair experience. Nin Online doesn't strive to be that. It's tries to be a breathing world where if you've invested time into training in the game, you have a competitive age. Ie. It's an RPG. In any RPG, you start off feeling weak and it feels good to gain powers along the way. The feeling people get when they start off weak and eventually start being able to fend for themselves, and then further improve and can own people or hold their grounds against the best is a priceless feeling. But it takes time investment, and Nin Online aims to be a game for the people who have time to play the game, not sell out to the casuals who complain about not being able to get everything they want by pointing at it. If things are rare, it's worth more Simply put, if everything is obtainable by everyone all the time, then nothing is worth anything and those items are only worth whatever their stats are. There's items people don't need but have spent months in gaining because they want them. When they finally do gain it, it's worth a lot. Why did they want it? because it had value. RNG makes life more exciting If everything is set to for example, if you've killed 1000 wolves and it doesn't drop your sword, it will just give you your sword, then everyone knows the value of the item is only 1000 wolves, it feels cheapened, you didn't really hit a jackpot, the game took pity on you and gave you what you wanted. There is still a place for content that you can surely get as long as you try. For example, items that are bought with Ryo, items that are crafted with fixed amounts of more common items that can be bought with ryo or hunted. Items that are attached to finishing hard missions. But RNG items will always have to exist in some form for those who are willing to invest the time to get that +1 item. Spontaneous Experience In hours of straight play, your time in Nin Online should not be doing a single thing. Here's how it could play out vs. how it should. Log in -> Grind for 10 hours -> log out -> sleep -> login again tomorrow and repeat vs. Log in -> Take on a mission that requires you to enter an enemy village -> get interrupted by enemies and fail -> rest your Battle Injuries off while socializing in your village -> your village is spontaneously raided -> you escape narrowly and hide somewhere while stronger ninja battle it out -> you attempt your mission again and succeed -> you take your second daily mission which is to chill in the sauna -> you chill awhile and get rewarded while doing it -> you take your last mission and it's not very good so you choose to discard it (better luck tomorrow) -> since you're out of dailies, you go grind for awhile but you bump into people who ask you if you can accompany them on their mission -> you take a spontaneous journey to an enemy village -> you bump into enemy ninja with bounty -> you kill them and gain some bounty rewards -> you send off your new friend and you go get your bounty reward -> you reached a new level tier and you've unlocked fighting a boss -> you find a team of similar leveled ninja you've never met before and go try to finish that boss -> it's difficult but you do it after a few attempts -> you're lucky and it drops a rare RNG item -> you argue with your team about who gets it -> you log off with the item and feel great that you earned something rare today at the expense that your village ninja now know you're a bit of a jerk -> log out -> sleep -> you login again and get a different mission and now your village is on the verge of exiling you and nobody wants to team with you Back to level-limited content That's some of the things you have to understand about the core philosophy for the hardcore nature of Nin Online and why we don't have everything just at the end game. 1. Encouraging taking your time If you can do everything at 50, then leveling is a process of unlocking things you can do. There's no reason to take your time because your goal instantly becomes to do whatever is easiest to get to 50 so that you can do all the "fun things". But then you realize that you've already missed half the 98% of the fun by grinding all the way as fast as you could. 2. We want people to experience different things at different points in their ninja journey 1-10 should feel different from 11-20, which should feel very different from 40-50. Even if just visually, you should feel like you've doing more impressive feats, and you should feel like you've gained power, and your jutsu should feel stronger. To reflect this, bosses should feel like they're getting even more challenging. 3. Challenge. If bosses were available at any point pass the level requirement and not limited, people wouldn't do it at the level requirement if they found it a challenge. They would stick to grinding weak unchallenging mobs and procrastinate getting those bosses killed till when the bosses were no longer a challenge, and then it wouldn't have been fun doing it. But that's what the game encouraged them to do - they would've been stupid not to have done that. Currently, those bosses are designed to be a challenge at the level range it is set, once you're past it, it's going to be a face roll. 4. Similar point, but if the easy way is to just continue grinding or logging out and doing dailies everyday. Your experience is narrow, there's no variety. Ideally, in Nin Online, things should happen spontaneously, things should vary in your hours of playing. You should unlock new things and be encouraged to go try those things immediately. I hope this explains why things are how they are, it's really hard to explain when there's only two things that are this way. But eventually when there's more content in this manner, it will become more evident this creates a more well-rounded, varied experience over the course of your time playing.1 point
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Temporary fix - Daily reset scrolls didn't work previously, but it's temporary fixed but it only resets you to having 2 more dailies, not 3. Proper fix will come in the coming days or weeks. Fixed Hawk Summoning Contract not working for Sand Missing Ninja.1 point
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What unique history you said? I met a lot of amazing persons, had my own organization, learned to use my masteries at their fullest, had fun doing and winning a Chunin Exam or the summer PVP tournament with my squad (where I became one of the 4 original owners of the pink fan), in addition of having fun doing and winning the First Gold Ninja Brawl (best experience so far), doing lot of tournaments or raids, becoming a Sand ANBU, an Akatsuki, a feared ninja even in my own village.. and the list continues. All those things that I couldn't have achieved if the game was made to make you last for no more than a month and make my SparkZZ who he is today.1 point
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“If you get to level 50 in a day, you only have 24hours to potentially meet King @Dona “ - @Ueda ENJOY YOUR JOURNEY THE MORE LONG IT TAKES THE MORE TIME YOU’LL HAVE TO MEET OUR KING. STOP ALL THE WHINING YOU SHOULD BE GRATEFUL TO MEET DONA ONE DAY.1 point
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What unique history? Everyone does the same thing atm, lmao. Now this part... Yikes. The first one, is not how it's done. It's Log in -> Dailies -> Grind for a few hours -> Get bored and PvP or sit in leaf square. Your 2nd part is basically a full life of a Ninja and not a single day. Your theory is good, but it doesn't work. I think you should research a bit more on what people actually do, vs what you want them to do. All in all, good post though.1 point
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Mmh... That's the reason why leveling is a brutal pain.1 point
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Count me in Midnight Rank: Jonin Motive: To continue the greatness of leaf1 point
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