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

minamoto

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Hypothetically speaking, it would sadden me. As I'd wish that this level of effort went to the site itself rather than troll activity. Hypothetically that is.
enough now!!!...i alopojized to u in vn..
 

The Big Boss

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Hypothetically speaking, it would sadden me. As I'd wish that this level of effort went to the site itself rather than troll activity. Hypothetically that is.

they have to get premium subscriptions somehow.

little bit of strange for that little bit of change.
 

Rohan

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Hypothetically speaking, it would sadden me. As I'd wish that this level of effort went to the site itself rather than troll activity. Hypothetically that is.

I agree. If he is an alt, why did you not post and keep the site active with your main account. All this trolling is so pointless.
 

The Big Boss

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I doubt it. If his trolling was entertaining I would at least enjoy it, but his trolling is so bland. It would just drive me away from the site, not make me buy premium.

Maybe Minamoto has money,friends and power.
 

Lord of Kaos

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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.
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.

I understand that concern, but I think that would come down to execution and management. Currently, NRP Mods usually have stepped down or gone inactive from real life, RP workload and, as is the case for most, custom checking burnout. While the easy solution is to just constantly replace them with newer mods, it never addresses the burnout reasons and a lot of it is from over-complexity/length in submissions as well as how arsenal chain together. The more custom fields we have, the more difficult it gets to manage just one's persons submissions - especially if I know you've been working with others to make combos. One person's submission can currently go upwards to like an hour of time to check if it's not something as basic as the core elements. Again, I understand why members want more active staff but we have to make more reasons for mods and sensei alike to not want to go inactive from doing too much.

Keep in mind there was two different RPs being ran at one point that lasted for a good while ( Naruto and the My Hero Academia RP which later became a One Piece RP ). Both had separate teams to run them and I only oversaw the other. If the need arises, separate teams could help run the Legacy game as well as the newer game should it happen. I do see the concern for staff to possibly neglect the older game as more time is given to "the shinier toy" being serious, though and will keep working on a way to bridge this gap. I do think two games can work as long as both the community and RP staff are willing to make them work. It could even mean coordinating events between the two so they dont clash and optimize RPing in both or even using one as a stepping stone for the other, allowing members to carry over some small stuff instead of the entire arsenal.

To answer the bold, I don't want people to feel their time in the game has been wasted in any sense. That's why I proposed the Legacy game as more so the "OG game" where things could still be continued while a newer game was a fresh start. The intention would we all would be starting new at low ranks together so it would make us all even and balanced. Based on some of the replies, people want to be able to carry over some things but if it were too much, it'd defeat the point of a fresh start. It shouldn't matter in the sense that it's a new game but previous effort in the older version of the NRP should still have weight. I'll ask the community more on this before anything concrete.

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?
Not so much that, but currently the whole system is based around the original Naruto RP game, everything from sensei's to doujutsu, custom clans, kekkei genkai etc. all the language is currently hyper specific. If someone who comes in and has never seen naruto before, how do they know what the difference between a hidden ability, a kekkei genkai, an advanced ninjutsu is?

I think removing all association from naruto, while shocking and probably tough to agree with, would actually open up the RP to be advertised to other communities. Instead, calling it an Isekai RP allows it to have people instead be open to creating their own character.
If its advertised as 'hey come join this naruto RP, but its not really naruto, you can create what ever abilities you want' not only will you get people snubbing their noses because its naruto, people that havent even seen naruto, or people just not interested because they dont like the naruto system.

I think a rebrand as an Isekai RP instead would be beneficial because there are many different Isekai series that can have their power system easily integrated or adapted into our RP game (even if we keep the same system). ADDITIONALLY the reason I suggest Isekai RP is because a generic genre rp is easier to get people into rather than advertising a singular one. something like 'hey come join our generic magic rp' doesnt work because it might not come across as actual anime, 'hey come join our anime rp' doesnt work because it could be any anime from sailor moon to spy x family to bleach to what ever.

Again, I acknowledge it might not be a popular idea, and we might always call it Naruto RP in our hearts, but I really insist we should rebrand the rp system and language if we want to try get more people in. otherwise its just going to be the same 10-15 people or less that will participate

I started writing the above before this post, but its not necessarily a whole system that needs to change, but the language or way that its presented should be changed. With this opportunity for the RP to actually be changed and have a full work up, I think we should considered a language and theme rebrand as well. Not only this but also, the site itself is barely Naruto themed anymore, outside of the exclusive naruto rp. The naruto discussion is its own section, much like MHA, OP etc.
I would almost agree with you but integrating a whole bunch of terms into the RP such as new and different ranks, technique names, abilities, etc. would be very tedious to say the least. Rehashing/restarting is already a tedious task. If this were to be done, I would suggest the foundation of the rehash/restart should take place first to know what we are working with as a whole as far as whats new, removed, redone, editing, etc. before, in essence creating a whole entirely new deal. Because as much as you say it can easily transition and integrate, that shit will not be easy lol. I like the idea in theory though. I do. I just think some steps come before others to revive what we have and then your idea would come after. Maybe sooner, maybe later, but definitely after. We gotta replace the wheels before we change the oil.
Please don't isekai the rp

We don't have any plans to "isekai the RP" right now lol. The conversation around what a newer RP would look like is good, as Animebase attempts to rebrand/regrow, different directions and paths are open. The current plans include a newer Naruto RP but if it works down the line, perhaps a more anime generic, custom game can be tried. While many are asking for more timely changes, an entirely new game completely would take a lot more time to develop and launch as Hazure and others mentioned. We have several hundred canon techniques now and an entirely new game would start would less than 10% of that and take time to develop enough power sources that it becomes as diverse as the Chakra/Elemental systems the NRP uses. If the goal is speedy, efficient changes then an entirely new, custom game isn't too feasible right now. Though I will ask everyone:

If a new version of the Naruto RP was confirmed to be happening, what would be 3 things that are 100% essential for you? These can be anything from more power to more customs to a smaller NW, etc. If there was for sure a new game coming, what would you change or add?

I may ask smaller questions like this in the RP Chat thread as to not clutter this one too much as we find the right balance and plan together.
 

Antares

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Though I will ask everyone:

If a new version of the Naruto RP was confirmed to be happening, what would be 3 things that are 100% essential for you? These can be anything from more power to more customs to a smaller NW, etc. If there was for sure a new game coming, what would you change or add?

I may ask smaller questions like this in the RP Chat thread as to not clutter this one too much as we find the right balance and plan together.

These arent all 100% for me but things i would use if they were accessible.

1. Id like some mission lines to tie in to ability aquisition. So we can complete a quest line to attain the required amount of kumi or points to gain the ability. The missions would tie into training that ability and learn it on completion kind of thing.
2. I would love the rift mechanic to be expanded. Either rifts or dungeons. I think its a good step for people to test their bios and skills, allowing for people to verse other titled characters in a naruto adapted format. Even include a submission thread to allow for users to submit potential rift bosses or scenarios they would like to see or interact with.
3. A smaller or more compacted world to start things off and get the ball rolling. Until at least more members start coming into the rp. With exploration into undocumented areas could be cool and allow for creativity and versatility. Plus could be a way for members to help expand the world so it becomes more of a community based world? Unsure of the logistics that might involve.
 

Skorm

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I understand that concern, but I think that would come down to execution and management. Currently, NRP Mods usually have stepped down or gone inactive from real life, RP workload and, as is the case for most, custom checking burnout. While the easy solution is to just constantly replace them with newer mods, it never addresses the burnout reasons and a lot of it is from over-complexity/length in submissions as well as how arsenal chain together. The more custom fields we have, the more difficult it gets to manage just one's persons submissions - especially if I know you've been working with others to make combos. One person's submission can currently go upwards to like an hour of time to check if it's not something as basic as the core elements. Again, I understand why members want more active staff but we have to make more reasons for mods and sensei alike to not want to go inactive from doing too much.

Keep in mind there was two different RPs being ran at one point that lasted for a good while ( Naruto and the My Hero Academia RP which later became a One Piece RP ). Both had separate teams to run them and I only oversaw the other. If the need arises, separate teams could help run the Legacy game as well as the newer game should it happen. I do see the concern for staff to possibly neglect the older game as more time is given to "the shinier toy" being serious, though and will keep working on a way to bridge this gap. I do think two games can work as long as both the community and RP staff are willing to make them work. It could even mean coordinating events between the two so they dont clash and optimize RPing in both or even using one as a stepping stone for the other, allowing members to carry over some small stuff instead of the entire arsenal.

To answer the bold, I don't want people to feel their time in the game has been wasted in any sense. That's why I proposed the Legacy game as more so the "OG game" where things could still be continued while a newer game was a fresh start. The intention would we all would be starting new at low ranks together so it would make us all even and balanced. Based on some of the replies, people want to be able to carry over some things but if it were too much, it'd defeat the point of a fresh start. It shouldn't matter in the sense that it's a new game but previous effort in the older version of the NRP should still have weight. I'll ask the community more on this before anything concrete.






We don't have any plans to "isekai the RP" right now lol. The conversation around what a newer RP would look like is good, as Animebase attempts to rebrand/regrow, different directions and paths are open. The current plans include a newer Naruto RP but if it works down the line, perhaps a more anime generic, custom game can be tried. While many are asking for more timely changes, an entirely new game completely would take a lot more time to develop and launch as Hazure and others mentioned. We have several hundred canon techniques now and an entirely new game would start would less than 10% of that and take time to develop enough power sources that it becomes as diverse as the Chakra/Elemental systems the NRP uses. If the goal is speedy, efficient changes then an entirely new, custom game isn't too feasible right now. Though I will ask everyone:

If a new version of the Naruto RP was confirmed to be happening, what would be 3 things that are 100% essential for you? These can be anything from more power to more customs to a smaller NW, etc. If there was for sure a new game coming, what would you change or add?

I may ask smaller questions like this in the RP Chat thread as to not clutter this one too much as we find the right balance and plan together.
The three focal points for me would be(not in any order btw):

Legacy - a system that lets veterans reobtain abilities that they’ve had in current iteration either through a mission, automation or other system. This is ofc is we’re going with what i’d mostly want: one game. If we simply continue the same game with major reworks this is a moot point i suppose - and id favor that as well.

Narrative - focus on the nw narrative to have a main plot which isnt fomo, as in there should still be total freedom. I loved the clan/village system and building into things like that would be a major win for me.

Progress - Hiccups in training, missions (waiting to be approved) and other things needs to be minimized at all costs. Theres to me nothing more frustrating being unable to RP for weeks because you need to wait for an approval or waiting for a sensei to respond to training. It’s a massive buzz kill.
 

Lucidus

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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.

Finally a laptop and internet so I can actually reply!

  • High Kumi Costs - I think Kumi was a massive step in the right direction, but we shouldn't stop there, more avenues to achieve abilities should be created like you suggest, this would cater to people of varying strengths, I also propose there could be more ways to achieve Kumi. If I recall correctly, the main sources of Kumi were missions and Battles in the BA. Increasing the number of methods to acquire Kumi would mean it would become less tedious for members. I don't think the high Kumi values are the main issue but rather a result from the the minimal ways to earn it and the long amount of time for that Kumi to be deposited to us members. It meant if people wanted a skill they had to grind missions or BA and that repetitive nature is what becomes tedious. I have a few ideas that may hold some value to help increase Kumi gain.

  • Trade-in System - I propose we could introduce a trade in style system. We use Kumi to buy abilities currently, there could be a system that allows us to trade in our abilities for Kumi. This could be good for people if they choose something and are not quite happy with its direction or they are tired of the ability and wish to pursue something else.

  • CJ Trade-in System - Another practice that was popular was using Kumi to buy Bio designs and CJ from others. We could re-introduce the concept of submitting our CJ to become a canon technique and if it is accepted, Kumi could be given in return. Perhaps varying values depending on the rank of the jutsu or just a set value for simplicity. I feel this works for everyone, it gives a way for people to clear up CJ slots should they wish to pursue new abilities/concepts/ideas etc. allowing for more creative freedom and allows other members access, withdrawing the need to try and copy or steal an idea. Alternatively. older, problematic CJ which can't be balanced in the newer system and can't be submitted to become canon, could be submitted to a trash thread, removing them from the game, freeing up CJ slots for the members, and the member can receive a Kumi value for doing so. This incentivises the removal of older poor customs that no longer hold a place in the RP, while also lessens the need to create alts.

  • Ninja World Gods based Storyline ( Fun when accessible but felt exclusive ) - You summed it up. This was probably fun and engaging but it catered for like 10% of the RP. people who sat in the middle of the ladder or lower held no place in the story, this further created a need to grind for higher tiered skills before people felt like they had any place in the story. If I recall correctly, Drackos mentioned he had to keep increasing the scale of stories to accommodate the increasing scale of power. This is one of the reason's why I suggested a NW which refreshes every so often to allow for varying story scales in my previous posts.

  • Wait Times - This was a major problem and always has been, this will only continue to be a problem with an increasing player base. Going 5 months to get a single CJ checked is wild. I understand things have become harder with the more stuff we bring into the game however this was primarily caused through inactivity, likely through burn out. There needs to be a clear way of managing CJ and avoiding burn out. A set of self assessments is a good first start. a restructure of the CJ template slightly to make things clear. People make CJ because they enjoy the creativity and having their own skills. This often means the description is full of *Fluff*. I propose we split the description portion of CJ creation into two. A Fluff section where the member can fully describe it in a sense of RP creativity, and then a Mechanics section where it describes exactly what the jutsu intends to do removing all fluff and only focusing on what impact it would hold in game. This filters out the fluff for mods, while not removing it for the RPers. This would allow mods to save some time when checking.

  • Sensei Rework - I fully support this, The sensei are what primarily kept the RP going for as long as it did, with the exception of a few. I believe having sensei help out more would be helpful for everyone. But just like mods, Sensei will inevitably face burn out, especially if some feel like they are putting in more than others. Sensei and Mod rotation should be encouraged for those who feel that burn out and once they are ready to return and help out again, I see no reason why the Mod or Sensei title should not be reapplied if they were doing a great job before burning out.

  • Legacy Game - While the premise has merit, I feel largely the same as Skorm and Pervy. With the Current state of the player base, we will end up with likely a severely reduced player count on one or the other. splitting resources to focus on two different version I don't think is a good idea, especially when its clear we struggled to keep things running smoothly with just one version of the RP. I do think [Legacy] has its place, but maybe not as an entire RP but a few small sections which allows the addition of [Legacy] content.

  • Automaton/Wait Time Reduction - I believe I already touched on this above in the wait times section. I agree with making the RP a more self sustaining place. Although this will never be fully possible, but the more things we can self regulate the better.

  • Newer Game - I support the addition of a newer game, I feel it meets partly what I was trying to convey, while not disparaging others who worked so hard. I will be sad to lose Dokkodo though :t-t:. I like the idea of a NW that focuses on story, campaign, interactions etc. while including some of the good idea's previous members like Pervy have suggested with their dungeon system.

  • Damage System - Honestly. I don't even know if there is even a need to go this low with the numbers, however it really doesn't make a difference. If we begin approaching the damage system with basic math the result is the same so I would support this.

  • NW Story Events - I like the direction this is headed so far and look forward to what may be coming, events have always been fun and varying the events makes it more interesting, events not solely focused on combat but utilising different skills could also be fun.
 

Lucidus

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If a new version of the Naruto RP was confirmed to be happening, what would be 3 things that are 100% essential for you? These can be anything from more power to more customs to a smaller NW, etc. If there was for sure a new game coming, what would you change or add?

I may ask smaller questions like this in the RP Chat thread as to not clutter this one too much as we find the right balance and plan together.

When you put it like this I struggle to organise my thoughts on exactly what is important to me. but I don't think I could participate in a RP that did not include the following.

1. Creativity. I love creating concepts, ideas and themes. My CJ may focus on a specific theme, a type of character etc. having the freedom to create these things in the newer RP, such as reintroducing Custom Clans or Custom bloodlines etc. holds a lot of merit to me. Being able to partially influence the NW to a small degree would also be nice. I remember someone setting up a Tavern in game, these kinds of things are what make the world seem fun and alive.

2. I would love to see dungeons implemented. This would be fun solo or group activities. I would love to see more co-operation between people when facing a challenge. Let me fulfil my healer role! :happy:

3. Transparency. This might not be related to the game but it certainly can impact the game. It is important that going forward bias is removed as much as possible, as difficult as that can be. This goes for everyone. We need to make sure everyone is following the same standards.

Edit: Oops. Didn't mean to double post xD
 

Troi

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Honestly, the need for mods and sensei will never change and will always be in high demand. If the RP blows up again, without a shadow of a doubt most of us could be either a sensei and/or mods of specific fields. We're been playing long enough. I suggest we can start off with a handful, regardless of how many players we have that way when activity starts to make a positive turn around we are ready for it. A lot of us are capable of training others, checking bios, checking missions, controlling NPCs, creating small arcs/events, etc. It would be nice, even at the beginning to have more than just three active sensei and mods at a time. And like Kirikoe said when they get burnt out, rotate them and if their work and efforts are meritable before their rotation out, they should be able to come back to their duties if they choose to at no expense. I think this is probably one of the singular most major things that wasn't getting looked at closely enough. We're all vets. We're all capable, I think some of us are not only ready but willingly to lead the RP in a newer direction. I won't even say better. RP has always been great (for the most part), but simply a new era. Just something to think about. There are a handful of people here I would choose to do certain things in the RP and I think they would be great at it. So I would look into that.
 

Sinthorus

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I understand that concern, but I think that would come down to execution and management. Currently, NRP Mods usually have stepped down or gone inactive from real life, RP workload and, as is the case for most, custom checking burnout. While the easy solution is to just constantly replace them with newer mods, it never addresses the burnout reasons and a lot of it is from over-complexity/length in submissions as well as how arsenal chain together. The more custom fields we have, the more difficult it gets to manage just one's persons submissions - especially if I know you've been working with others to make combos. One person's submission can currently go upwards to like an hour of time to check if it's not something as basic as the core elements. Again, I understand why members want more active staff but we have to make more reasons for mods and sensei alike to not want to go inactive from doing too much.

Keep in mind there was two different RPs being ran at one point that lasted for a good while ( Naruto and the My Hero Academia RP which later became a One Piece RP ). Both had separate teams to run them and I only oversaw the other. If the need arises, separate teams could help run the Legacy game as well as the newer game should it happen. I do see the concern for staff to possibly neglect the older game as more time is given to "the shinier toy" being serious, though and will keep working on a way to bridge this gap. I do think two games can work as long as both the community and RP staff are willing to make them work. It could even mean coordinating events between the two so they dont clash and optimize RPing in both or even using one as a stepping stone for the other, allowing members to carry over some small stuff instead of the entire arsenal.

To answer the bold, I don't want people to feel their time in the game has been wasted in any sense. That's why I proposed the Legacy game as more so the "OG game" where things could still be continued while a newer game was a fresh start. The intention would we all would be starting new at low ranks together so it would make us all even and balanced. Based on some of the replies, people want to be able to carry over some things but if it were too much, it'd defeat the point of a fresh start. It shouldn't matter in the sense that it's a new game but previous effort in the older version of the NRP should still have weight. I'll ask the community more on this before anything concrete.






We don't have any plans to "isekai the RP" right now lol. The conversation around what a newer RP would look like is good, as Animebase attempts to rebrand/regrow, different directions and paths are open. The current plans include a newer Naruto RP but if it works down the line, perhaps a more anime generic, custom game can be tried. While many are asking for more timely changes, an entirely new game completely would take a lot more time to develop and launch as Hazure and others mentioned. We have several hundred canon techniques now and an entirely new game would start would less than 10% of that and take time to develop enough power sources that it becomes as diverse as the Chakra/Elemental systems the NRP uses. If the goal is speedy, efficient changes then an entirely new, custom game isn't too feasible right now. Though I will ask everyone:

If a new version of the Naruto RP was confirmed to be happening, what would be 3 things that are 100% essential for you? These can be anything from more power to more customs to a smaller NW, etc. If there was for sure a new game coming, what would you change or add?

I may ask smaller questions like this in the RP Chat thread as to not clutter this one too much as we find the right balance and plan together.

Interesting. It's hard to decide on what the main three things I'd want to see are. I think the people so far, Skorm, Hazure and Kiri have made some great points and it's showing a solidarity going forwards. I agree with them.

For me personally, it's a tough call.

1. The power should stay at its current scale but kept in check. I shouldn't be able to hit 185 damage with custom stuff when the strongest cannon ability (TSB sword) is only 180. I get that has negation but my point is the overall scaling. I think limits in boost numbers, setting out a set standard across the board. YY is inherently stronger as an ability without the numbers needing to put it further ahead.

2. Bio combinations. It got very convoluted trying to figure out bio combinations to be honest and how bios could be built. For example AE not being able to have SM but can have another mode for the buffs. I think seeing all cannon abilities being made into one strand would work. You can have these basics... one ability from column A, one from B and one from C. A is primary ability like a doujutsu etc. B is AE maybe and HA all into one one. If it's an element that's not base five, it's in B. Then C is a mode. Keep it simple like that for the start. If people don't want a mode. Alright that's their choice. But for say someone trying to be creative, I wanted to make Dragonforce from Fairy tail for my Gajeel bio. It had an AE so it couldn't have sage mode. I'd made a thorny dragon sage mode for my contract but it meant I can't have steel. Yet there were things so much stronger in combinations out there.

3. If the new system removes all the stuff we currently have, I'd like a way to work towards the same bio I have in the new system from the start. I want a direct route. I have the one tailed Jin and want to aim for that, in the new system, from the start. I wouldn't even mind if there were multiples of each Jin. Lets face it, like others have stated, we had multiple Madaras/Nagatos/Peins etc. If we are removing cannon characters or skinning them anyway, I think Jin should be opened up as well.


There are many things I'd want. Many I'd like to help get going from the start. Alas, these things take time.
 

Troi

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I understand that concern, but I think that would come down to execution and management. Currently, NRP Mods usually have stepped down or gone inactive from real life, RP workload and, as is the case for most, custom checking burnout. While the easy solution is to just constantly replace them with newer mods, it never addresses the burnout reasons and a lot of it is from over-complexity/length in submissions as well as how arsenal chain together. The more custom fields we have, the more difficult it gets to manage just one's persons submissions - especially if I know you've been working with others to make combos. One person's submission can currently go upwards to like an hour of time to check if it's not something as basic as the core elements. Again, I understand why members want more active staff but we have to make more reasons for mods and sensei alike to not want to go inactive from doing too much.

Keep in mind there was two different RPs being ran at one point that lasted for a good while ( Naruto and the My Hero Academia RP which later became a One Piece RP ). Both had separate teams to run them and I only oversaw the other. If the need arises, separate teams could help run the Legacy game as well as the newer game should it happen. I do see the concern for staff to possibly neglect the older game as more time is given to "the shinier toy" being serious, though and will keep working on a way to bridge this gap. I do think two games can work as long as both the community and RP staff are willing to make them work. It could even mean coordinating events between the two so they dont clash and optimize RPing in both or even using one as a stepping stone for the other, allowing members to carry over some small stuff instead of the entire arsenal.

To answer the bold, I don't want people to feel their time in the game has been wasted in any sense. That's why I proposed the Legacy game as more so the "OG game" where things could still be continued while a newer game was a fresh start. The intention would we all would be starting new at low ranks together so it would make us all even and balanced. Based on some of the replies, people want to be able to carry over some things but if it were too much, it'd defeat the point of a fresh start. It shouldn't matter in the sense that it's a new game but previous effort in the older version of the NRP should still have weight. I'll ask the community more on this before anything concrete.






We don't have any plans to "isekai the RP" right now lol. The conversation around what a newer RP would look like is good, as Animebase attempts to rebrand/regrow, different directions and paths are open. The current plans include a newer Naruto RP but if it works down the line, perhaps a more anime generic, custom game can be tried. While many are asking for more timely changes, an entirely new game completely would take a lot more time to develop and launch as Hazure and others mentioned. We have several hundred canon techniques now and an entirely new game would start would less than 10% of that and take time to develop enough power sources that it becomes as diverse as the Chakra/Elemental systems the NRP uses. If the goal is speedy, efficient changes then an entirely new, custom game isn't too feasible right now. Though I will ask everyone:

If a new version of the Naruto RP was confirmed to be happening, what would be 3 things that are 100% essential for you? These can be anything from more power to more customs to a smaller NW, etc. If there was for sure a new game coming, what would you change or add?

I may ask smaller questions like this in the RP Chat thread as to not clutter this one too much as we find the right balance and plan together.

I'll name my three things and keep it short.

1: More customization for my characters. Open open ability pairing a little more.

2: Events for everyone, big or small. Allow players to run small events that the RP staff isn't required to engage in/oversee, per se. Run medium level events people can dip their toe in to test participating in certain things and let the rewards be fruitful like they're fruitful for big time events. Big events should stay of course, even doing a lot of them but the RP shouldn't revolve around them. I never participated in them because it straight up looked exhausting to participate in some of those... But I may have tried if there were other things that were a lot less hard as form of introductory to the challenges AND rewards that await.

3: Kumi price should get globally reduced or more Kumi should be rewarded and/or getting kumi from more things you do around the RP. Some of those prices are straight up outlandish... I have no idea who came up with those prices but some ability and character prices are ridiculous considering you won't pass every mission you do. Everyone kept saying "just do missions. You only need 13." No. You 26. Because 50% of high level missions will fail. You should also be able to trade out some of if not all things you bought to try new stuff. Committing to something you worked hard for, ending up not enjoying it, being stuck with it and forced to grind to try something else you ALSO may not even like is a little frustrating. I feel like a lot of abilities are un-intentionally (I say this in good faith) were gatekept. Nothing should feel way too out of reach FOR ANYONE. Sure things should be a little harder to earn the better it is, naturally. But nothing should feel out of reach for anyone, new or old.

I would be thrilled to see these three things going forward and just personally think its a positive change for all players.
 

Mirai

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So I've been mostly dormant in terms of these discussions as I have been reading and slowly gathering my own thoughts. There are some suggestions I do find fascinating and some I wasn't quite fond of but I do like the engagement this is gaining. Now, as for my own thoughts? I'll try to keep things short and consistent as possible for others to digest but also trying to avoid repeating what others have already said/expressed.

1. Legacy System/New System Separation:- As someone who's been active in this game I'd say 98% of the time I been a member, I can get behind the legacy system. I don't exactly mind losing what I've gained over the years and that's *alot* mind you, but there is an incentive of me coming back and being able to know I still have all what I gained still here. I'd be saddened, deeply - but if its for the sake of revitalizing the game, instead of keep bandaging a clearly too long game, I get it. So crafting two versions of the games that satisfies both those who are more than willing to start over and those who wants to keep the current game is a brilliant approach. The part I would like to suggest on this is creating two separate teams, each one with a different mod/admin in charge.

An example, there's the legacy RP staff and the new generation staff- each one is very specific and only moderates each game respectively. I'll use LoK for example, he doesn't need to be the lead of the legacy RP but can instead pick someone else as his successor to the previous game to handle all matters and affairs with that, while he moves on to develop the new game. This not only satisfies having dedicated staff for each game, it also shares the workload so that Legacy Mod Team and New Mod Team doesn't need to intervene unless needed/requested upon.

2. Staff Concerns:- Another issue that has always existed. Staff either becomes too overwhelmed and thus causes them to be aloof about their roles, to the point it slows things down quite a bit till they eventually retire their position. I like the idea Troi and co mentioned, a rotating staff would help curb this issue, or even do it in seasonal way. Let's say I'm modded, Troi and Pervy are modded. We are the staff for the next four months, and once that time passes- we are swapped out for another fresh four members while we are put on standby. This keeps the workload of the staff in a healthy rotation so that once those four months passes, the next line up whose already been trained by the head of staff- simply takes over the duties while the previous set basically takes a vacation lol. They would return to active mod role once that set's four months passes vice versa. I do also like that Sensei should be more actively involved and play a better role in assisting the mods. Things that don't require a mod to step in? Let the sensei handle it- basically junior mods.

3. Powercreep/Balancing:- I think this is the one where I had a long time figuring out what to say. Me? I personally like the current legacy system's story. Sure, going into the whole humanity vs gods lore is out of context in terms of Naruto but its only difference is that if you instead made them the Otsutsuki, who mind you, can ascend into their version of Godhood like Shiba did- its not too far off from it. I think going full custom bios only route is interesting too, while keeping Canon abilities available to players. I however am the opposite when it comes to the suggestion of certain abilities like Jinchuriki being no longer limited to one person. I think that's a bit much, and yes I am biased when it comes to this as a Jinchuriki myself. In the legacy NW, all the beasts was technically split in halves like Kurama but that was mostly for the Madara becoming Ten Tails plot line, it didn't mean another Jinchuriki will exist sharing the same power. I just believe certain standalone powers like that should remain a one of one, that's just me.

As for limiting load outs a bit more, seems fine- but at the same time open up some combinations a bit more. Like I originally would have loved making a Shinkaigan/Nekura Clan character to double down on the insanity build, but Nekura was restricted differently from the rest of the CC turned Canon, which did have a weird connotation to me but I digress. I do believe that while the damage vs damage or damage splitting numerically makes NO SENSE, we have kind of come to understand it enough to be able to continue to use in the Legacy System. It should be corrected in the New System.

Overall, these are just my initial thoughts- there's more I can say but don't really have the time to sit down everyday nowadays to relax. I will be making more posts however depending on how things are being discussed.
 
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