Revive 🍜 The Ramen Bar: Open discussion about AB's revival

Kagutsuchi

Kage in the Making 👑
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Since many people have already discussed RP, I would dis-regard my input in it. Since I am way out-dated.

As a forum, Which for me was important because of the people I E-Met.
I would Like to have the option of "View Conversation" with the users, Because of Name Changes it Helps me remember if we every interacted. I know I can see old names by clicking the down arrow besides The Name on the Profile.

As I am getting older, I think Oldies would like to network with each other professionally maybe. In terms of what they are doing in real life. How to collaborate and help each other. Maybe ? Sorta like LinkedIn.. Not sure how many people would be interested to know what my education is, what my Job is, What my specialty is.

I would Personally like to search old usernames and find the current them. If possible. (I would want it desperately). Some notable usernames I would want to search
Bishamon, Goku, Roku, Zenryoku (Kaito), Mugiwara (Adam), Goro, Lara, Rebecca, Xylon, KRF, Hellsbadass, Rei, Naruto.., UzumakiJake, and many more. .. Writing them is giving me Nostalgia. *Sniff* *Sniff*

P.s: I Just realized all my Signature Links are Working. Omg.
 

minamoto

Legendary Shinobi 🐸
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For anybody who's interested, I have a Minamoto-translator™ in ChatGPT, works both ways and it works great. I can speak with minamoto now. If you need the system prompt, let me know.
thenk you my frend...also sory for bad english it's not my 1st lang..
Post automatically merged:

Maybe we should just implement it as an auto translate feature.
Yo size..hope u r doing well bro...its good to see u again..
 
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Lord of Kaos

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Warning: Pretty lengthy post I've been making for a few days now.
So, I've been compiling a list of things I see many have had issue with across these two threads. I may ask about something here or there in the RP Chat Thread or the Konoha Tavern, but so far I see that peoples primary RP dislikes and issues are:

  • Battle Tests/Permissions - I see how this is bothersome and these will be likely phased out completely in both versions of the game when it comes to that.
  • High Kumi Costs - I think a newer system for acquiring abilities besides Kumi should be used moving forward. That or create more, non battle or direct ability based mechanics that allow for you to gain skills. Missions and Kumi were a step in the right direction, but not fully. Still looking into this fully, maybe Kumi stays for now but at reduced costs? Suggestions wanted.
  • Damage Scaling of High Tier Canon Skills - This seems easier to scale and balance by simply lowering the damage they have as well as capping the boosts they apply but because of how this ties into the current Tier system, it may lead to changes to other skills, not to mention the jutsu Ranking/Damage systems in place. I have ideas for how to address this that I’ll talk more about below.
  • Ninja World Gods based Storyline ( Fun when accessible but felt exclusive ) - This is a big concern for most as many of the complaints I heard were that they thought the story looked fun and was engaging if you were able to get involved in it but it felt too difficult to jump into and it alienated too many people.
  • Some Bio Loadout Restrictions - Again, pretty easy to get into and change and will probably happen in the coming days for the current game.
  • Wait Times - This is a bigger challenge as, due to the lengthy nature of the game, customs have gotten more detailed and intricately made and because of it and mod inactivity, customs and mod approvals have been taking far too long for checks/responses. To check one custom element jutsu, you no longer need to read just that skill. You now, because of custom sharing and the many fields/skills available, have to read through a detailed and lengthy CE along with the existing CEJ to see if a broken combination is created, then other customs that can be used to boost it depending on the skill and, if the user has Yin/Yang or similarly tiered skills, how this ability interacts with most skills in the game and if, in good faith, it can be approved without causing a snowball effect for customs. For members, the issue lies in waiting for the check. For mods, the issue is how time consuming it becomes because of field overlap as well as fewer universal standards. Simply hiring new people every time doesn't work as the problem of burnout always happens over the years. There needs to be a new plan in place that addresses detailed submissions as well as mod checks.
Most of these are easily fixable as I pointed out but some create larger problems that I encountered over the years of modding the game. While, yes the game can continue with these issues still present as it already has, we end up with those weird Conflict Resolution posts where its hard to determine because of how rules are patched over a problem that wasn’t fully fixed before. It’s many of those issues I ran into as head of the game that leads me to think a newer, updated version of the game can help. I don’t plan to spring it on anyone without addressing possible concerns and issues so a small to do list that I see happening soon is below. This is still tentative so if things don’t work/aren’t working in the planning stages, they can still be taken out.

Some of the Bigger RP Changes to Come:
  • Sensei Rework - I plan to rework Sensei to do more than teach members jutsu like they do now. Instead, they will become more of RP Assistant roles that work with mods to help work on assigned parts of the RP. Their permissions may shift but Sensei will be able to help with customs, bios, onboarding and function as a Middle Brother type of role between newer members and mods.
  • Legacy Game - Perhaps the biggest thing to address, there will likely be two versions of the RP. The current game will be rebranded under a Legacy brand where there will be a smaller team overlooking it’s bios, battles, and progress. In this game, all custom skills created for the game will stay ( Anutu, Red Karma, Dokkodo, etc ) and acquisition of new skills will be allowed. How this happens still needs to be determined but the goal is to not erase all the customs created, skills gained, nor stories told. The NW may be archived or opened on a more limited scale to allow for members to be able to use old customs and characters in their Battle Arena fights. In this version of the game, most of the existing rules remain the same - possibly with some polish as the newer game is focused on.
  • Automaton/Wait Time Reduction - I'm looking into ways to make getting things easier when requirements are met instead of needing a mod to post/edit a post saying Approved. Like with the Bijuu Pathway threads, if you meet the requirements and have posts made in the right threads, you should probably be allowed to use the skill without waiting for us to say it. Though this doesn't fully work with customs, I think applying new Jutsu Standards like I mentioned below helps.
  • Newer Game - Alongside the Legacy Brand, a newer version of the RP will be launched where the Damage system, Ninja World, and Customs will be decided by the new points below. In this new system, everyone will start at new, lower ranks and a bigger focus on campaigns, seasonal stories and member interaction will be placed to make sure things are still fun, progressing healthily and a sense of growth is attained. For that to happen, some systems have to change. Skills created by the Staff will Stay in the Legacy Game though some Custom Clans may be allowed in the Newer Game and treated as Canon. A large core part of the rules may be similar but I will lessen restrictions and try to fix some of the systems I dont think work as well. The need for a second game is it takes longer than a day or two to address these and fix properly and Ik people want to keep their skills. I listed some below:
  • Jutsu Standards - I plan on redoing jutsu restrictions and the template so there are cleaner, more universal standards. For example, normally an A rank can be used like 3-4 times but there exists techs that may have 5 usages or 2 usages, which feels like a wide range. Instead, if all A ranks had 4 uses and all had a max range/scale, that much of a custom when checked is already determined and I waste less time. If I know a C rank can, at most, destroy a small house, any that are strong enough to destroy a market needs to be changed and with a clear note on why. I don't want to put a word cap or sentence limiter on customs but I hope members try to be concise when possible when making customs. Remember, creating customs is a collaborative effort between the member submitting and mod checking; the easier it is on both sides, the easier it is to get them approved.
  • Damage System - I think Damage numbers should be scaled better. While the high numbers of 60 and 120 go a long way for the imagination, I think having those values be scaled down to 6 and 12 make it easier to deal with. Damage calculation will change to normal, real life subtraction. 7 Damage vs 4 Damage = a 3 Damage technique continuing. Simplifying this allows for damage to work better and not break down when a weird value is used like in today’s game. All techniques of the same ranks will do the same damage, regardless of skill. This changes based on your individual AP and Specialties ( If done, this would mean Ability Tiers will either be removed or repurposed as now, a Tier 5 Skill would deal the same base damage as Tier 1 Skills and only change if your AP differs ). This directly combats some of the inherent power creep in the game rn but would have long term problems when new “oldies” compete with “newbies”.
  • NW Story Events - When I was running the NW, I used to have mini events like the Headhunter Games, King of the Hill, etc that offered members small fun events every few months that wasn’t directly story based but was something to do for fun. Another Event I did in the past was a Superhero event when the NB Staff all changed our names to Superheroes and I created mini events centered around each Mod’s new name and character, some were battle based and some involved roleplaying and thinking. I think more events similar to those will go a long way into having even minor things to do and event story based events like Chunin Exams, Seasonal Arcs that last for a few months and have a clear start and finish before new seasons start. Some gamers may be familiar with Battle Pass setups like that. Different skills or stories can be focused on and allow for unique prizes and rewards as well, incentivizing being active for these events.

    Outside of the main story itself, I think something similar to what Pervy suggested like Dungeons can also be useful. So the future plan for the NW would be something akin to Seasonal Arcs with mini events/games spread out related to the seasons. An example would be the Uchiha Massacre event. The Seasonal Arc would rotate around those events and either trying to stop the Uchiha from revolting or aiding them in their revolt with prizes being related to Uchiha and Konoha such as a custom war fan, bonus attribute points, jewelry/armor from the Uchiha with Fire related skills, etc. A Dungeon for it could be related and have you face Itachi and other minor Uchiha along the way. Another Season could be related to the Freehold Group attempting to invade or anything similar. Because of the nature, it allows for more unique stories that aren’t long lasting and still let you get out to do things without feeling like you’re missing the “game”.
  • Power Creep - Another issue I mentioned earlier is the power creep. One way I plan to curve this is making some events AP balanced. This would mean any NW events that offer prizes or skills would raise everyone to the same AP level and allow you to spread those extra points around how you wish if higher than your normal cap or remove points from where you have excess if below your cap.This would help, at least in terms of combat, curve the gap between skills by allowing you the chance to catch up or spread extra points where needed. To make sure growth isnt completely wasted, this probably wouldn’t apply to every event but what would apply could be AP thresholds where if someone is more than 5 AP higher than you, they’re placed into different “brackets”. As mentioned above, most skills would have similar damage if not the same and only change based on base AP placement. These two plans help curve early power creep but not completely. I haven’t fully worked this out so I’m probably going to still be asking questions throughout the week to you guys.

Again, while I say these changes are to come, most are not firmly decided upon. If enough reason if given or better alternatives are presented, newer plans can always be made. But I just wanted to update you guys on what I'm currently working with and thinking.
 

Troi

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Warning: Pretty lengthy post I've been making for a few days now.
So, I've been compiling a list of things I see many have had issue with across these two threads. I may ask about something here or there in the RP Chat Thread or the Konoha Tavern, but so far I see that peoples primary RP dislikes and issues are:

  • Battle Tests/Permissions - I see how this is bothersome and these will be likely phased out completely in both versions of the game when it comes to that.
  • High Kumi Costs - I think a newer system for acquiring abilities besides Kumi should be used moving forward. That or create more, non battle or direct ability based mechanics that allow for you to gain skills. Missions and Kumi were a step in the right direction, but not fully. Still looking into this fully, maybe Kumi stays for now but at reduced costs? Suggestions wanted.
  • Damage Scaling of High Tier Canon Skills - This seems easier to scale and balance by simply lowering the damage they have as well as capping the boosts they apply but because of how this ties into the current Tier system, it may lead to changes to other skills, not to mention the jutsu Ranking/Damage systems in place. I have ideas for how to address this that I’ll talk more about below.
  • Ninja World Gods based Storyline ( Fun when accessible but felt exclusive ) - This is a big concern for most as many of the complaints I heard were that they thought the story looked fun and was engaging if you were able to get involved in it but it felt too difficult to jump into and it alienated too many people.
  • Some Bio Loadout Restrictions - Again, pretty easy to get into and change and will probably happen in the coming days for the current game.
  • Wait Times - This is a bigger challenge as, due to the lengthy nature of the game, customs have gotten more detailed and intricately made and because of it and mod inactivity, customs and mod approvals have been taking far too long for checks/responses. To check one custom element jutsu, you no longer need to read just that skill. You now, because of custom sharing and the many fields/skills available, have to read through a detailed and lengthy CE along with the existing CEJ to see if a broken combination is created, then other customs that can be used to boost it depending on the skill and, if the user has Yin/Yang or similarly tiered skills, how this ability interacts with most skills in the game and if, in good faith, it can be approved without causing a snowball effect for customs. For members, the issue lies in waiting for the check. For mods, the issue is how time consuming it becomes because of field overlap as well as fewer universal standards. Simply hiring new people every time doesn't work as the problem of burnout always happens over the years. There needs to be a new plan in place that addresses detailed submissions as well as mod checks.
Most of these are easily fixable as I pointed out but some create larger problems that I encountered over the years of modding the game. While, yes the game can continue with these issues still present as it already has, we end up with those weird Conflict Resolution posts where its hard to determine because of how rules are patched over a problem that wasn’t fully fixed before. It’s many of those issues I ran into as head of the game that leads me to think a newer, updated version of the game can help. I don’t plan to spring it on anyone without addressing possible concerns and issues so a small to do list that I see happening soon is below. This is still tentative so if things don’t work/aren’t working in the planning stages, they can still be taken out.

Some of the Bigger RP Changes to Come:
  • Sensei Rework - I plan to rework Sensei to do more than teach members jutsu like they do now. Instead, they will become more of RP Assistant roles that work with mods to help work on assigned parts of the RP. Their permissions may shift but Sensei will be able to help with customs, bios, onboarding and function as a Middle Brother type of role between newer members and mods.
  • Legacy Game - Perhaps the biggest thing to address, there will likely be two versions of the RP. The current game will be rebranded under a Legacy brand where there will be a smaller team overlooking it’s bios, battles, and progress. In this game, all custom skills created for the game will stay ( Anutu, Red Karma, Dokkodo, etc ) and acquisition of new skills will be allowed. How this happens still needs to be determined but the goal is to not erase all the customs created, skills gained, nor stories told. The NW may be archived or opened on a more limited scale to allow for members to be able to use old customs and characters in their Battle Arena fights. In this version of the game, most of the existing rules remain the same - possibly with some polish as the newer game is focused on.
  • Automaton/Wait Time Reduction - I'm looking into ways to make getting things easier when requirements are met instead of needing a mod to post/edit a post saying Approved. Like with the Bijuu Pathway threads, if you meet the requirements and have posts made in the right threads, you should probably be allowed to use the skill without waiting for us to say it. Though this doesn't fully work with customs, I think applying new Jutsu Standards like I mentioned below helps.
  • Newer Game - Alongside the Legacy Brand, a newer version of the RP will be launched where the Damage system, Ninja World, and Customs will be decided by the new points below. In this new system, everyone will start at new, lower ranks and a bigger focus on campaigns, seasonal stories and member interaction will be placed to make sure things are still fun, progressing healthily and a sense of growth is attained. For that to happen, some systems have to change. Skills created by the Staff will Stay in the Legacy Game though some Custom Clans may be allowed in the Newer Game and treated as Canon. A large core part of the rules may be similar but I will lessen restrictions and try to fix some of the systems I dont think work as well. The need for a second game is it takes longer than a day or two to address these and fix properly and Ik people want to keep their skills. I listed some below:
  • Jutsu Standards - I plan on redoing jutsu restrictions and the template so there are cleaner, more universal standards. For example, normally an A rank can be used like 3-4 times but there exists techs that may have 5 usages or 2 usages, which feels like a wide range. Instead, if all A ranks had 4 uses and all had a max range/scale, that much of a custom when checked is already determined and I waste less time. If I know a C rank can, at most, destroy a small house, any that are strong enough to destroy a market needs to be changed and with a clear note on why. I don't want to put a word cap or sentence limiter on customs but I hope members try to be concise when possible when making customs. Remember, creating customs is a collaborative effort between the member submitting and mod checking; the easier it is on both sides, the easier it is to get them approved.
  • Damage System - I think Damage numbers should be scaled better. While the high numbers of 60 and 120 go a long way for the imagination, I think having those values be scaled down to 6 and 12 make it easier to deal with. Damage calculation will change to normal, real life subtraction. 7 Damage vs 4 Damage = a 3 Damage technique continuing. Simplifying this allows for damage to work better and not break down when a weird value is used like in today’s game. All techniques of the same ranks will do the same damage, regardless of skill. This changes based on your individual AP and Specialties ( If done, this would mean Ability Tiers will either be removed or repurposed as now, a Tier 5 Skill would deal the same base damage as Tier 1 Skills and only change if your AP differs ). This directly combats some of the inherent power creep in the game rn but would have long term problems when new “oldies” compete with “newbies”.
  • NW Story Events - When I was running the NW, I used to have mini events like the Headhunter Games, King of the Hill, etc that offered members small fun events every few months that wasn’t directly story based but was something to do for fun. Another Event I did in the past was a Superhero event when the NB Staff all changed our names to Superheroes and I created mini events centered around each Mod’s new name and character, some were battle based and some involved roleplaying and thinking. I think more events similar to those will go a long way into having even minor things to do and event story based events like Chunin Exams, Seasonal Arcs that last for a few months and have a clear start and finish before new seasons start. Some gamers may be familiar with Battle Pass setups like that. Different skills or stories can be focused on and allow for unique prizes and rewards as well, incentivizing being active for these events.

    Outside of the main story itself, I think something similar to what Pervy suggested like Dungeons can also be useful. So the future plan for the NW would be something akin to Seasonal Arcs with mini events/games spread out related to the seasons. An example would be the Uchiha Massacre event. The Seasonal Arc would rotate around those events and either trying to stop the Uchiha from revolting or aiding them in their revolt with prizes being related to Uchiha and Konoha such as a custom war fan, bonus attribute points, jewelry/armor from the Uchiha with Fire related skills, etc. A Dungeon for it could be related and have you face Itachi and other minor Uchiha along the way. Another Season could be related to the Freehold Group attempting to invade or anything similar. Because of the nature, it allows for more unique stories that aren’t long lasting and still let you get out to do things without feeling like you’re missing the “game”.
  • Power Creep - Another issue I mentioned earlier is the power creep. One way I plan to curve this is making some events AP balanced. This would mean any NW events that offer prizes or skills would raise everyone to the same AP level and allow you to spread those extra points around how you wish if higher than your normal cap or remove points from where you have excess if below your cap.This would help, at least in terms of combat, curve the gap between skills by allowing you the chance to catch up or spread extra points where needed. To make sure growth isnt completely wasted, this probably wouldn’t apply to every event but what would apply could be AP thresholds where if someone is more than 5 AP higher than you, they’re placed into different “brackets”. As mentioned above, most skills would have similar damage if not the same and only change based on base AP placement. These two plans help curve early power creep but not completely. I haven’t fully worked this out so I’m probably going to still be asking questions throughout the week to you guys.

Again, while I say these changes are to come, most are not firmly decided upon. If enough reason if given or better alternatives are presented, newer plans can always be made. But I just wanted to update you guys on what I'm currently working with and thinking.
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Gutsy

Kage in the Making 👑
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Warning: Pretty lengthy post I've been making for a few days now.
So, I've been compiling a list of things I see many have had issue with across these two threads. I may ask about something here or there in the RP Chat Thread or the Konoha Tavern, but so far I see that peoples primary RP dislikes and issues are:

  • Battle Tests/Permissions - I see how this is bothersome and these will be likely phased out completely in both versions of the game when it comes to that.
  • High Kumi Costs - I think a newer system for acquiring abilities besides Kumi should be used moving forward. That or create more, non battle or direct ability based mechanics that allow for you to gain skills. Missions and Kumi were a step in the right direction, but not fully. Still looking into this fully, maybe Kumi stays for now but at reduced costs? Suggestions wanted.
  • Damage Scaling of High Tier Canon Skills - This seems easier to scale and balance by simply lowering the damage they have as well as capping the boosts they apply but because of how this ties into the current Tier system, it may lead to changes to other skills, not to mention the jutsu Ranking/Damage systems in place. I have ideas for how to address this that I’ll talk more about below.
  • Ninja World Gods based Storyline ( Fun when accessible but felt exclusive ) - This is a big concern for most as many of the complaints I heard were that they thought the story looked fun and was engaging if you were able to get involved in it but it felt too difficult to jump into and it alienated too many people.
  • Some Bio Loadout Restrictions - Again, pretty easy to get into and change and will probably happen in the coming days for the current game.
  • Wait Times - This is a bigger challenge as, due to the lengthy nature of the game, customs have gotten more detailed and intricately made and because of it and mod inactivity, customs and mod approvals have been taking far too long for checks/responses. To check one custom element jutsu, you no longer need to read just that skill. You now, because of custom sharing and the many fields/skills available, have to read through a detailed and lengthy CE along with the existing CEJ to see if a broken combination is created, then other customs that can be used to boost it depending on the skill and, if the user has Yin/Yang or similarly tiered skills, how this ability interacts with most skills in the game and if, in good faith, it can be approved without causing a snowball effect for customs. For members, the issue lies in waiting for the check. For mods, the issue is how time consuming it becomes because of field overlap as well as fewer universal standards. Simply hiring new people every time doesn't work as the problem of burnout always happens over the years. There needs to be a new plan in place that addresses detailed submissions as well as mod checks.
Most of these are easily fixable as I pointed out but some create larger problems that I encountered over the years of modding the game. While, yes the game can continue with these issues still present as it already has, we end up with those weird Conflict Resolution posts where its hard to determine because of how rules are patched over a problem that wasn’t fully fixed before. It’s many of those issues I ran into as head of the game that leads me to think a newer, updated version of the game can help. I don’t plan to spring it on anyone without addressing possible concerns and issues so a small to do list that I see happening soon is below. This is still tentative so if things don’t work/aren’t working in the planning stages, they can still be taken out.

Some of the Bigger RP Changes to Come:
  • Sensei Rework - I plan to rework Sensei to do more than teach members jutsu like they do now. Instead, they will become more of RP Assistant roles that work with mods to help work on assigned parts of the RP. Their permissions may shift but Sensei will be able to help with customs, bios, onboarding and function as a Middle Brother type of role between newer members and mods.
  • Legacy Game - Perhaps the biggest thing to address, there will likely be two versions of the RP. The current game will be rebranded under a Legacy brand where there will be a smaller team overlooking it’s bios, battles, and progress. In this game, all custom skills created for the game will stay ( Anutu, Red Karma, Dokkodo, etc ) and acquisition of new skills will be allowed. How this happens still needs to be determined but the goal is to not erase all the customs created, skills gained, nor stories told. The NW may be archived or opened on a more limited scale to allow for members to be able to use old customs and characters in their Battle Arena fights. In this version of the game, most of the existing rules remain the same - possibly with some polish as the newer game is focused on.
  • Automaton/Wait Time Reduction - I'm looking into ways to make getting things easier when requirements are met instead of needing a mod to post/edit a post saying Approved. Like with the Bijuu Pathway threads, if you meet the requirements and have posts made in the right threads, you should probably be allowed to use the skill without waiting for us to say it. Though this doesn't fully work with customs, I think applying new Jutsu Standards like I mentioned below helps.
  • Newer Game - Alongside the Legacy Brand, a newer version of the RP will be launched where the Damage system, Ninja World, and Customs will be decided by the new points below. In this new system, everyone will start at new, lower ranks and a bigger focus on campaigns, seasonal stories and member interaction will be placed to make sure things are still fun, progressing healthily and a sense of growth is attained. For that to happen, some systems have to change. Skills created by the Staff will Stay in the Legacy Game though some Custom Clans may be allowed in the Newer Game and treated as Canon. A large core part of the rules may be similar but I will lessen restrictions and try to fix some of the systems I dont think work as well. The need for a second game is it takes longer than a day or two to address these and fix properly and Ik people want to keep their skills. I listed some below:
  • Jutsu Standards - I plan on redoing jutsu restrictions and the template so there are cleaner, more universal standards. For example, normally an A rank can be used like 3-4 times but there exists techs that may have 5 usages or 2 usages, which feels like a wide range. Instead, if all A ranks had 4 uses and all had a max range/scale, that much of a custom when checked is already determined and I waste less time. If I know a C rank can, at most, destroy a small house, any that are strong enough to destroy a market needs to be changed and with a clear note on why. I don't want to put a word cap or sentence limiter on customs but I hope members try to be concise when possible when making customs. Remember, creating customs is a collaborative effort between the member submitting and mod checking; the easier it is on both sides, the easier it is to get them approved.
  • Damage System - I think Damage numbers should be scaled better. While the high numbers of 60 and 120 go a long way for the imagination, I think having those values be scaled down to 6 and 12 make it easier to deal with. Damage calculation will change to normal, real life subtraction. 7 Damage vs 4 Damage = a 3 Damage technique continuing. Simplifying this allows for damage to work better and not break down when a weird value is used like in today’s game. All techniques of the same ranks will do the same damage, regardless of skill. This changes based on your individual AP and Specialties ( If done, this would mean Ability Tiers will either be removed or repurposed as now, a Tier 5 Skill would deal the same base damage as Tier 1 Skills and only change if your AP differs ). This directly combats some of the inherent power creep in the game rn but would have long term problems when new “oldies” compete with “newbies”.
  • NW Story Events - When I was running the NW, I used to have mini events like the Headhunter Games, King of the Hill, etc that offered members small fun events every few months that wasn’t directly story based but was something to do for fun. Another Event I did in the past was a Superhero event when the NB Staff all changed our names to Superheroes and I created mini events centered around each Mod’s new name and character, some were battle based and some involved roleplaying and thinking. I think more events similar to those will go a long way into having even minor things to do and event story based events like Chunin Exams, Seasonal Arcs that last for a few months and have a clear start and finish before new seasons start. Some gamers may be familiar with Battle Pass setups like that. Different skills or stories can be focused on and allow for unique prizes and rewards as well, incentivizing being active for these events.

    Outside of the main story itself, I think something similar to what Pervy suggested like Dungeons can also be useful. So the future plan for the NW would be something akin to Seasonal Arcs with mini events/games spread out related to the seasons. An example would be the Uchiha Massacre event. The Seasonal Arc would rotate around those events and either trying to stop the Uchiha from revolting or aiding them in their revolt with prizes being related to Uchiha and Konoha such as a custom war fan, bonus attribute points, jewelry/armor from the Uchiha with Fire related skills, etc. A Dungeon for it could be related and have you face Itachi and other minor Uchiha along the way. Another Season could be related to the Freehold Group attempting to invade or anything similar. Because of the nature, it allows for more unique stories that aren’t long lasting and still let you get out to do things without feeling like you’re missing the “game”.
  • Power Creep - Another issue I mentioned earlier is the power creep. One way I plan to curve this is making some events AP balanced. This would mean any NW events that offer prizes or skills would raise everyone to the same AP level and allow you to spread those extra points around how you wish if higher than your normal cap or remove points from where you have excess if below your cap.This would help, at least in terms of combat, curve the gap between skills by allowing you the chance to catch up or spread extra points where needed. To make sure growth isnt completely wasted, this probably wouldn’t apply to every event but what would apply could be AP thresholds where if someone is more than 5 AP higher than you, they’re placed into different “brackets”. As mentioned above, most skills would have similar damage if not the same and only change based on base AP placement. These two plans help curve early power creep but not completely. I haven’t fully worked this out so I’m probably going to still be asking questions throughout the week to you guys.

Again, while I say these changes are to come, most are not firmly decided upon. If enough reason if given or better alternatives are presented, newer plans can always be made. But I just wanted to update you guys on what I'm currently working with and thinking.
Hey LoK,

So a couple of suggestions, my thought for activity is that I’d love ways to ensure activity both for members and for staff alike, of course it requires a lot of engagement. Perhaps a way for Mods to take an inactive status for a period of time, so that members knows that this individual is currently not available for any duties.

Perhaps with the expansion of Sensei duties, they could also take on approval of low-risk items, abilities, bio formatting, mission approvals.

If Kumi stays, the costs should be reduced. However id also say perhaps introduce multiple ways to acquire a skill, via event participations, story achievements, certain missions etc. so that it is not exclusively a kumi purchase.

Faster custom approval pipeline. You could use the public standards idea but make it visual and pinned: charts for max damage, range, usages by rank. So, when someone creates a custom submission form, you add that players are forced to check boxes (does this exceed max range for technique?) before submission. This could prevent unnecessary back and forth, by forcing people to check their own work before submission, and before a mod checks it.

Perhaps we could introduce introductory events for new players to get to know the system, the world and let them get started? Good example a form of chunin exam since that’s a lot of what people remember from the original Naruto.

Also since we are scaling back and down, my curiosity is, with the new RP will the world be different, or more like the old NB type Naruto world (story wise).
 

Skorm 👑

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Warning: Pretty lengthy post I've been making for a few days now.
So, I've been compiling a list of things I see many have had issue with across these two threads. I may ask about something here or there in the RP Chat Thread or the Konoha Tavern, but so far I see that peoples primary RP dislikes and issues are:

  • Battle Tests/Permissions - I see how this is bothersome and these will be likely phased out completely in both versions of the game when it comes to that.
  • High Kumi Costs - I think a newer system for acquiring abilities besides Kumi should be used moving forward. That or create more, non battle or direct ability based mechanics that allow for you to gain skills. Missions and Kumi were a step in the right direction, but not fully. Still looking into this fully, maybe Kumi stays for now but at reduced costs? Suggestions wanted.
  • Damage Scaling of High Tier Canon Skills - This seems easier to scale and balance by simply lowering the damage they have as well as capping the boosts they apply but because of how this ties into the current Tier system, it may lead to changes to other skills, not to mention the jutsu Ranking/Damage systems in place. I have ideas for how to address this that I’ll talk more about below.
  • Ninja World Gods based Storyline ( Fun when accessible but felt exclusive ) - This is a big concern for most as many of the complaints I heard were that they thought the story looked fun and was engaging if you were able to get involved in it but it felt too difficult to jump into and it alienated too many people.
  • Some Bio Loadout Restrictions - Again, pretty easy to get into and change and will probably happen in the coming days for the current game.
  • Wait Times - This is a bigger challenge as, due to the lengthy nature of the game, customs have gotten more detailed and intricately made and because of it and mod inactivity, customs and mod approvals have been taking far too long for checks/responses. To check one custom element jutsu, you no longer need to read just that skill. You now, because of custom sharing and the many fields/skills available, have to read through a detailed and lengthy CE along with the existing CEJ to see if a broken combination is created, then other customs that can be used to boost it depending on the skill and, if the user has Yin/Yang or similarly tiered skills, how this ability interacts with most skills in the game and if, in good faith, it can be approved without causing a snowball effect for customs. For members, the issue lies in waiting for the check. For mods, the issue is how time consuming it becomes because of field overlap as well as fewer universal standards. Simply hiring new people every time doesn't work as the problem of burnout always happens over the years. There needs to be a new plan in place that addresses detailed submissions as well as mod checks.
Most of these are easily fixable as I pointed out but some create larger problems that I encountered over the years of modding the game. While, yes the game can continue with these issues still present as it already has, we end up with those weird Conflict Resolution posts where its hard to determine because of how rules are patched over a problem that wasn’t fully fixed before. It’s many of those issues I ran into as head of the game that leads me to think a newer, updated version of the game can help. I don’t plan to spring it on anyone without addressing possible concerns and issues so a small to do list that I see happening soon is below. This is still tentative so if things don’t work/aren’t working in the planning stages, they can still be taken out.

Some of the Bigger RP Changes to Come:
  • Sensei Rework - I plan to rework Sensei to do more than teach members jutsu like they do now. Instead, they will become more of RP Assistant roles that work with mods to help work on assigned parts of the RP. Their permissions may shift but Sensei will be able to help with customs, bios, onboarding and function as a Middle Brother type of role between newer members and mods.
  • Legacy Game - Perhaps the biggest thing to address, there will likely be two versions of the RP. The current game will be rebranded under a Legacy brand where there will be a smaller team overlooking it’s bios, battles, and progress. In this game, all custom skills created for the game will stay ( Anutu, Red Karma, Dokkodo, etc ) and acquisition of new skills will be allowed. How this happens still needs to be determined but the goal is to not erase all the customs created, skills gained, nor stories told. The NW may be archived or opened on a more limited scale to allow for members to be able to use old customs and characters in their Battle Arena fights. In this version of the game, most of the existing rules remain the same - possibly with some polish as the newer game is focused on.
  • Automaton/Wait Time Reduction - I'm looking into ways to make getting things easier when requirements are met instead of needing a mod to post/edit a post saying Approved. Like with the Bijuu Pathway threads, if you meet the requirements and have posts made in the right threads, you should probably be allowed to use the skill without waiting for us to say it. Though this doesn't fully work with customs, I think applying new Jutsu Standards like I mentioned below helps.
  • Newer Game - Alongside the Legacy Brand, a newer version of the RP will be launched where the Damage system, Ninja World, and Customs will be decided by the new points below. In this new system, everyone will start at new, lower ranks and a bigger focus on campaigns, seasonal stories and member interaction will be placed to make sure things are still fun, progressing healthily and a sense of growth is attained. For that to happen, some systems have to change. Skills created by the Staff will Stay in the Legacy Game though some Custom Clans may be allowed in the Newer Game and treated as Canon. A large core part of the rules may be similar but I will lessen restrictions and try to fix some of the systems I dont think work as well. The need for a second game is it takes longer than a day or two to address these and fix properly and Ik people want to keep their skills. I listed some below:
  • Jutsu Standards - I plan on redoing jutsu restrictions and the template so there are cleaner, more universal standards. For example, normally an A rank can be used like 3-4 times but there exists techs that may have 5 usages or 2 usages, which feels like a wide range. Instead, if all A ranks had 4 uses and all had a max range/scale, that much of a custom when checked is already determined and I waste less time. If I know a C rank can, at most, destroy a small house, any that are strong enough to destroy a market needs to be changed and with a clear note on why. I don't want to put a word cap or sentence limiter on customs but I hope members try to be concise when possible when making customs. Remember, creating customs is a collaborative effort between the member submitting and mod checking; the easier it is on both sides, the easier it is to get them approved.
  • Damage System - I think Damage numbers should be scaled better. While the high numbers of 60 and 120 go a long way for the imagination, I think having those values be scaled down to 6 and 12 make it easier to deal with. Damage calculation will change to normal, real life subtraction. 7 Damage vs 4 Damage = a 3 Damage technique continuing. Simplifying this allows for damage to work better and not break down when a weird value is used like in today’s game. All techniques of the same ranks will do the same damage, regardless of skill. This changes based on your individual AP and Specialties ( If done, this would mean Ability Tiers will either be removed or repurposed as now, a Tier 5 Skill would deal the same base damage as Tier 1 Skills and only change if your AP differs ). This directly combats some of the inherent power creep in the game rn but would have long term problems when new “oldies” compete with “newbies”.
  • NW Story Events - When I was running the NW, I used to have mini events like the Headhunter Games, King of the Hill, etc that offered members small fun events every few months that wasn’t directly story based but was something to do for fun. Another Event I did in the past was a Superhero event when the NB Staff all changed our names to Superheroes and I created mini events centered around each Mod’s new name and character, some were battle based and some involved roleplaying and thinking. I think more events similar to those will go a long way into having even minor things to do and event story based events like Chunin Exams, Seasonal Arcs that last for a few months and have a clear start and finish before new seasons start. Some gamers may be familiar with Battle Pass setups like that. Different skills or stories can be focused on and allow for unique prizes and rewards as well, incentivizing being active for these events.

    Outside of the main story itself, I think something similar to what Pervy suggested like Dungeons can also be useful. So the future plan for the NW would be something akin to Seasonal Arcs with mini events/games spread out related to the seasons. An example would be the Uchiha Massacre event. The Seasonal Arc would rotate around those events and either trying to stop the Uchiha from revolting or aiding them in their revolt with prizes being related to Uchiha and Konoha such as a custom war fan, bonus attribute points, jewelry/armor from the Uchiha with Fire related skills, etc. A Dungeon for it could be related and have you face Itachi and other minor Uchiha along the way. Another Season could be related to the Freehold Group attempting to invade or anything similar. Because of the nature, it allows for more unique stories that aren’t long lasting and still let you get out to do things without feeling like you’re missing the “game”.
  • Power Creep - Another issue I mentioned earlier is the power creep. One way I plan to curve this is making some events AP balanced. This would mean any NW events that offer prizes or skills would raise everyone to the same AP level and allow you to spread those extra points around how you wish if higher than your normal cap or remove points from where you have excess if below your cap.This would help, at least in terms of combat, curve the gap between skills by allowing you the chance to catch up or spread extra points where needed. To make sure growth isnt completely wasted, this probably wouldn’t apply to every event but what would apply could be AP thresholds where if someone is more than 5 AP higher than you, they’re placed into different “brackets”. As mentioned above, most skills would have similar damage if not the same and only change based on base AP placement. These two plans help curve early power creep but not completely. I haven’t fully worked this out so I’m probably going to still be asking questions throughout the week to you guys.

Again, while I say these changes are to come, most are not firmly decided upon. If enough reason if given or better alternatives are presented, newer plans can always be made. But I just wanted to update you guys on what I'm currently working with and thinking.
This overall sounds good to me, im just a bit worried that there will be two rps when just one of them (current) died out due to inactivity. This makes me think the legacy rp that you mention will get zero to none attention and basically rules out the need or want for it. I guess im just pessimistic but if you think its feasable, who am i to disagree. I still think its better to have one game, veterans gets to transfer what is transferable and leave it at that - or get some sort of compensation for their prior grind in terms of currency.
 

The Big Boss

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This overall sounds good to me, im just a bit worried that there will be two rps when just one of them (current) died out due to inactivity. This makes me think the legacy rp that you mention will get zero to none attention and basically rules out the need or want for it. I guess im just pessimistic but if you think its feasable, who am i to disagree. I still think its better to have one game, veterans gets to transfer what is transferable and leave it at that - or get some sort of compensation for their prior grind in terms of currency.
before u say i am Size...now u say i'm servuvio...wat a bs..
Skorm, who is Minamoto?
 

The Pervy Sage

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Warning: Pretty lengthy post I've been making for a few days now.
So, I've been compiling a list of things I see many have had issue with across these two threads. I may ask about something here or there in the RP Chat Thread or the Konoha Tavern, but so far I see that peoples primary RP dislikes and issues are:

  • Battle Tests/Permissions - I see how this is bothersome and these will be likely phased out completely in both versions of the game when it comes to that.
  • High Kumi Costs - I think a newer system for acquiring abilities besides Kumi should be used moving forward. That or create more, non battle or direct ability based mechanics that allow for you to gain skills. Missions and Kumi were a step in the right direction, but not fully. Still looking into this fully, maybe Kumi stays for now but at reduced costs? Suggestions wanted.
  • Damage Scaling of High Tier Canon Skills - This seems easier to scale and balance by simply lowering the damage they have as well as capping the boosts they apply but because of how this ties into the current Tier system, it may lead to changes to other skills, not to mention the jutsu Ranking/Damage systems in place. I have ideas for how to address this that I’ll talk more about below.
  • Ninja World Gods based Storyline ( Fun when accessible but felt exclusive ) - This is a big concern for most as many of the complaints I heard were that they thought the story looked fun and was engaging if you were able to get involved in it but it felt too difficult to jump into and it alienated too many people.
  • Some Bio Loadout Restrictions - Again, pretty easy to get into and change and will probably happen in the coming days for the current game.
  • Wait Times - This is a bigger challenge as, due to the lengthy nature of the game, customs have gotten more detailed and intricately made and because of it and mod inactivity, customs and mod approvals have been taking far too long for checks/responses. To check one custom element jutsu, you no longer need to read just that skill. You now, because of custom sharing and the many fields/skills available, have to read through a detailed and lengthy CE along with the existing CEJ to see if a broken combination is created, then other customs that can be used to boost it depending on the skill and, if the user has Yin/Yang or similarly tiered skills, how this ability interacts with most skills in the game and if, in good faith, it can be approved without causing a snowball effect for customs. For members, the issue lies in waiting for the check. For mods, the issue is how time consuming it becomes because of field overlap as well as fewer universal standards. Simply hiring new people every time doesn't work as the problem of burnout always happens over the years. There needs to be a new plan in place that addresses detailed submissions as well as mod checks.
Most of these are easily fixable as I pointed out but some create larger problems that I encountered over the years of modding the game. While, yes the game can continue with these issues still present as it already has, we end up with those weird Conflict Resolution posts where its hard to determine because of how rules are patched over a problem that wasn’t fully fixed before. It’s many of those issues I ran into as head of the game that leads me to think a newer, updated version of the game can help. I don’t plan to spring it on anyone without addressing possible concerns and issues so a small to do list that I see happening soon is below. This is still tentative so if things don’t work/aren’t working in the planning stages, they can still be taken out.

Some of the Bigger RP Changes to Come:
  • Sensei Rework - I plan to rework Sensei to do more than teach members jutsu like they do now. Instead, they will become more of RP Assistant roles that work with mods to help work on assigned parts of the RP. Their permissions may shift but Sensei will be able to help with customs, bios, onboarding and function as a Middle Brother type of role between newer members and mods.
  • Legacy Game - Perhaps the biggest thing to address, there will likely be two versions of the RP. The current game will be rebranded under a Legacy brand where there will be a smaller team overlooking it’s bios, battles, and progress. In this game, all custom skills created for the game will stay ( Anutu, Red Karma, Dokkodo, etc ) and acquisition of new skills will be allowed. How this happens still needs to be determined but the goal is to not erase all the customs created, skills gained, nor stories told. The NW may be archived or opened on a more limited scale to allow for members to be able to use old customs and characters in their Battle Arena fights. In this version of the game, most of the existing rules remain the same - possibly with some polish as the newer game is focused on.
  • Automaton/Wait Time Reduction - I'm looking into ways to make getting things easier when requirements are met instead of needing a mod to post/edit a post saying Approved. Like with the Bijuu Pathway threads, if you meet the requirements and have posts made in the right threads, you should probably be allowed to use the skill without waiting for us to say it. Though this doesn't fully work with customs, I think applying new Jutsu Standards like I mentioned below helps.
  • Newer Game - Alongside the Legacy Brand, a newer version of the RP will be launched where the Damage system, Ninja World, and Customs will be decided by the new points below. In this new system, everyone will start at new, lower ranks and a bigger focus on campaigns, seasonal stories and member interaction will be placed to make sure things are still fun, progressing healthily and a sense of growth is attained. For that to happen, some systems have to change. Skills created by the Staff will Stay in the Legacy Game though some Custom Clans may be allowed in the Newer Game and treated as Canon. A large core part of the rules may be similar but I will lessen restrictions and try to fix some of the systems I dont think work as well. The need for a second game is it takes longer than a day or two to address these and fix properly and Ik people want to keep their skills. I listed some below:
  • Jutsu Standards - I plan on redoing jutsu restrictions and the template so there are cleaner, more universal standards. For example, normally an A rank can be used like 3-4 times but there exists techs that may have 5 usages or 2 usages, which feels like a wide range. Instead, if all A ranks had 4 uses and all had a max range/scale, that much of a custom when checked is already determined and I waste less time. If I know a C rank can, at most, destroy a small house, any that are strong enough to destroy a market needs to be changed and with a clear note on why. I don't want to put a word cap or sentence limiter on customs but I hope members try to be concise when possible when making customs. Remember, creating customs is a collaborative effort between the member submitting and mod checking; the easier it is on both sides, the easier it is to get them approved.
  • Damage System - I think Damage numbers should be scaled better. While the high numbers of 60 and 120 go a long way for the imagination, I think having those values be scaled down to 6 and 12 make it easier to deal with. Damage calculation will change to normal, real life subtraction. 7 Damage vs 4 Damage = a 3 Damage technique continuing. Simplifying this allows for damage to work better and not break down when a weird value is used like in today’s game. All techniques of the same ranks will do the same damage, regardless of skill. This changes based on your individual AP and Specialties ( If done, this would mean Ability Tiers will either be removed or repurposed as now, a Tier 5 Skill would deal the same base damage as Tier 1 Skills and only change if your AP differs ). This directly combats some of the inherent power creep in the game rn but would have long term problems when new “oldies” compete with “newbies”.
  • NW Story Events - When I was running the NW, I used to have mini events like the Headhunter Games, King of the Hill, etc that offered members small fun events every few months that wasn’t directly story based but was something to do for fun. Another Event I did in the past was a Superhero event when the NB Staff all changed our names to Superheroes and I created mini events centered around each Mod’s new name and character, some were battle based and some involved roleplaying and thinking. I think more events similar to those will go a long way into having even minor things to do and event story based events like Chunin Exams, Seasonal Arcs that last for a few months and have a clear start and finish before new seasons start. Some gamers may be familiar with Battle Pass setups like that. Different skills or stories can be focused on and allow for unique prizes and rewards as well, incentivizing being active for these events.

    Outside of the main story itself, I think something similar to what Pervy suggested like Dungeons can also be useful. So the future plan for the NW would be something akin to Seasonal Arcs with mini events/games spread out related to the seasons. An example would be the Uchiha Massacre event. The Seasonal Arc would rotate around those events and either trying to stop the Uchiha from revolting or aiding them in their revolt with prizes being related to Uchiha and Konoha such as a custom war fan, bonus attribute points, jewelry/armor from the Uchiha with Fire related skills, etc. A Dungeon for it could be related and have you face Itachi and other minor Uchiha along the way. Another Season could be related to the Freehold Group attempting to invade or anything similar. Because of the nature, it allows for more unique stories that aren’t long lasting and still let you get out to do things without feeling like you’re missing the “game”.
  • Power Creep - Another issue I mentioned earlier is the power creep. One way I plan to curve this is making some events AP balanced. This would mean any NW events that offer prizes or skills would raise everyone to the same AP level and allow you to spread those extra points around how you wish if higher than your normal cap or remove points from where you have excess if below your cap.This would help, at least in terms of combat, curve the gap between skills by allowing you the chance to catch up or spread extra points where needed. To make sure growth isnt completely wasted, this probably wouldn’t apply to every event but what would apply could be AP thresholds where if someone is more than 5 AP higher than you, they’re placed into different “brackets”. As mentioned above, most skills would have similar damage if not the same and only change based on base AP placement. These two plans help curve early power creep but not completely. I haven’t fully worked this out so I’m probably going to still be asking questions throughout the week to you guys.

Again, while I say these changes are to come, most are not firmly decided upon. If enough reason if given or better alternatives are presented, newer plans can always be made. But I just wanted to update you guys on what I'm currently working with and thinking.

Appreciate you taking your time to post. Nice to have transparency tbh.
  • Battle tests weren't always a bad thing. It just always took so long to get approved for the test. Then complete it. Then wait for the check. Oh you failed by a small amount. Right wait the however many more months until you're allowed again. Same with special missions for abilities etc. So few were approved and waited on one massive story that it ruined so many's experience.
  • Kumi did what kumi needed to as a transition from begging for abilities and testing for everything. I still think having a kumi like system where you can tell your own story in the ninja world while working towards an ability was always great. For the one tailed jin, writing the missions on how I unlocked those abilities to do so was great tbh. The RP's greatest aspect is the ability to join a group story or just chill and tell your own. As a sensei, I always enjoyed checking missions. Was nice to read other's creative vibes too.
  • Damage - Simplifying this will be great.
  • Ninja World Story - Trimming this back into seasonal stuff without the world ending every 5 seconds would be nice. Making all feel like they can be included is the big part.
  • Bio load outs Remove the limits on some of the cannon stuff for sure. AE with modes for example. The best thing about the Rp is for sure being as creative as you want, making your favorite character in game.
  • Wait times - If you're moving for sensei to check bios and assist more. Wait times should reduce significantly in this aspect. They already checked the missions before that people did for their abilities. They approved those missions in the sensei disc. Why not continue with that path and give them a way to approve it. I'd also severely reduce the requirements for the bijuu's earlier abilities.
  • Sensei - Before it's end, we as sensei were helping with as much as we could without actually editing posts. We helped assign tests and rifts, conducted them then did the detailed feedback for it all. Sorted all training and checked all missions. Checked most fights. With not having to specifically train outside of higher tier abilities, we had the time to do this. We were only held back by the limits. So moving to allow them do more would be great.
  • Legacy game - I share the same feelings as skorm. One will fall by the wayside. The legacy system will basically fade out completely with no love.
  • Jutsu - People really did want a whole story in their techniques which made it so hard to fight against. Like **** am I reading Vayne's long ass customs (filthy Nara). Set guidelines for all ranks on range, usage, power is what's needed. Will save mod work and help any new people that come in. I'd remove a lot of the customs threads. Fighting styles were just a writing exercise to get a buff on your bio. Before them people still managed to make a series of weapon techniques to suit their bio, like Keotsu, Axle and Vegeta.

    I think the biggest thing is, if a mod is a mod, don't make them an NPC or something too. Look at the delegate system. Could of been a great way to allow players elevate some pressure from the mods. Mods got the roles then some never even posted.

    Focus on events that are small like you said. Chuunin exams but introduce story aspects not all battles. I liked the direction you were going with the dance of dragons tournament. We didn't know what was next but forced to be creative. Rex did a halloween event too that was all about thinking over fighting. Seasonal arcs will help a lot.

    Power Creep - For anyone who has ever played WoW, when they bring back old content they have a "timewalking" system. Everyone's gear/level is nerfed down to that old content's level. No one has an advantage that way and it's always fun. Only things that aren't always tuned great are the special abilities on weapons. I think events that draw everyone back to the same line work just as well as bumping people up.
Do you have any thoughts on people who took a long time to obtain cannon skills in the previous iteration of the game? Or will that completely not matter in the new one.
 

Zatanna

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I think Pervvy covered most of what I was going to say, but i think one thing to consider is to widen up the power system a bit or maybe not lear so heavily into the Naruto Language. I think using more of an Isekai RP instead would open it up for advertising and garnering more attention and potentially new users to join the RP.
Everything from Solo Levelling, Overlord, Shield Hero etc can open up various new communities to join the RP.

I know this thread is kind of a generic "make your suggestions here" type of thing but also comments on what else has been said too. It might be worth, when the time comes and the team is ready for it, having a separate thread or chat for people that want to suggest things such as systems, Story Plots, abilities etc?
 
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