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

Sinthorus

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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.

From a sensei input, you will find when we checked missions, we almost never failed them. We always checked them based on the standards passed to us and if we felt it was lacking, we always approved them at the appropriate rank as we truly understood the effort it took for anyone to write them. I needed to do 30+ for a bijuu so I get it. This was in the last year or so of the active RP while myself, Corazon, Vayne and Shady were Sensei. Before that I can't comment. But 50% were not failed. Maybe 15-20% at best from our end.
 

Troi

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From a sensei input, you will find when we checked missions, we almost never failed them. We always checked them based on the standards passed to us and if we felt it was lacking, we always approved them at the appropriate rank as we truly understood the effort it took for anyone to write them. I needed to do 30+ for a bijuu so I get it. This was in the last year or so of the active RP while myself, Corazon, Vayne and Shady were Sensei. Before that I can't comment. But 50% were not failed. Maybe 15-20% at best from our end.
I'm more so talking before. Especially with myself and a few others that absolutely detailed our missions to the T. Long ones. On point story telling and everything and they failed so yeah. It wasn't a fun time. This was before missions got changed to accommodate.
 

Lucidus

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I'm more so talking before. Especially with myself and a few others that absolutely detailed our missions to the T. Long ones. On point story telling and everything and they failed so yeah. It wasn't a fun time. This was before missions got changed to accommodate.

This I understand, I never had that issue as I did my missions during the last year or so.

Honestly speaking, Missions should not feel like they are a test of some kind. it should be fun, an engaging form of RP. So I am glad it changed for the better when the Sensei's took over
 

Skorm

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Man, looking back at the mission post system i guess i was an addict…

Im not apologizing

The fact that random loot also was introduced as a potential reward is also something id like to continue going forward. Kinda like opening a chest in an rpg, you might have a set loot but with some random shit thrown in there as well.
 
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Troi

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Man, looking back at the mission post system i guess i was an addict…

Im not apologizing

The fact that random loot also was introduced as a potential reward is also something id lile to continue going forward. Kinda like opening a chest in an rpg, you might have a set loot but with some random shit thrown in there as well.
Oh yeah. That was absolutely awesome. The actual RPG elements like that kept it more exciting. Like we know kumi is coming but are we going to receive a sword, a crossbow, an amulet? Loved that. I never used the artifacts to be honest but I loved knowing that I can get them. Now that I am thinking about it, I never used them because they didn't apply to my bio lol But if I had a bio that could use them I would have lol 100% agreed there.
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Not sure if this is the appropriate thread but I am blocked from viewing any profiles. Tried to respond to Sin's VMs but I cannot get to either of our profiles at this time. @Zise @Versuvio It just shows a blank page.
 

Sinthorus

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Oh yeah. That was absolutely awesome. The actual RPG elements like that kept it more exciting. Like we know kumi is coming but are we going to receive a sword, a crossbow, an amulet? Loved that. I never used the artifacts to be honest but I loved knowing that I can get them. Now that I am thinking about it, I never used them because they didn't apply to my bio lol But if I had a bio that could use them I would have lol 100% agreed there.
Post automatically merged:

Not sure if this is the appropriate thread but I am blocked from viewing any profiles. Tried to respond to Sin's VMs but I cannot get to either of our profiles at this time. @Zise @Versuvio It just shows a blank page.


I haven't blocked you if that helps.
 

Zaphkiel

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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.

A fresh new spin on the RP would be the perfect opportunity to explore some tried-and-true RPG mechanics that can ensure longevity versus the spontaneous nature of the old RP. Of course I'm not aiming to disregard the hard work of all the mods and admins that devoted themselves to this shared hobby of ours -- plenty of fun features and abilities were added over the years which ultimately kept players coming back.

I've read a few suggestions already that mentioned this already, but a more independent and varied Ninja World Storyline. One where each region has its own conflicts and interests that players can partake in, on top of faction, clan, and/or village missions. This way I think the NW might feel more alive and diverse. Don't get me wrong, we still want those overarching world plots, but we may need to go a different route this time around. Also, Villages (and their private forum sections)! That was a very fun way to build community and competition between players. That would be nice to have again, and upgraded with new ideas, too, such as living and being trained within the confines of a village allowing a player to conceal abilities and knowledge in RP scenarios, similar to the anime. A Village system revival would also coincide neatly with a fresh rank reset. Matriculation exams could be held within villages, and the more advanced ones like Jonin exams could see them sending their brightest Chunin to compete with other villages. This is just the tip of iceberg, too. Imagine the politicking with Junchuriki's involved?

Still on the NW, because I think it should be the focus of the new game. I really liked the ryo money and its shop system. I suggest we bring it back, re-introduce a NW Shop for RP-related items like smoke bombs, kunai, scrolls, etc. Hell, one might even hire a mercenary to do a low-ranked mission for them. The point is, that was a cool form of adding immersion and creativity to world interactions. Speaking of immersion, we should really go for more dungeons and other group-related content. Those will almost always be as engaging as PvP.

I'm actually not a fan of running a legacy version alongside the new RP, but I also don't think all our dedication should be swept away with nothing to show for it. What about a legacy bio? Just one bio from the old game, snapshotted at its current state (cannot be updated) and is only legal in Battle Arena or maybe special events. Players could swap out this legacy bio for any other approved bio they've had in the past, including specific versions that may have had ideal ability combinations (think of going through all of Goku's different forms when selecting him in a DB game lol).
 

Zise

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Was that a specific fix for that or did you guys actually add some new stuff? Or fix other stuff?
I didn't do anything, I'm on vacation but taking credit. V did upgrade the version of the forum, it will open up for plenty of new things and also some good features already added such as improved autosave draft.
 

Never

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The text box is new yey
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Articles look sick too
 
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Red-Robin

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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.

To add on my own two cents with regards to the differentiation between the "Legacy" and the "Reboot" games, I'd argue that the success and longevity of the Legacy would be entirely reliant on the engagement of those whom in this thread are advocating the most passionately to see it remain; whether it be for the sake of their multiple-year long investment or their arsenal of abilities, etc. I personally even see a vision in which the mods whom are selected to manage that particular game/section would be some of these same people, albeit of course that decision isn't mine to make. Ultimately the success of any game/RP isn't entirely reliant on strictly the DM, but also the participation of the players as well. Where the success stems from will depend on those who are the most passionate about it, and how they utilize that passion to create attraction for others to want to participate. Whether the Reboot gets "more" attention than the Legacy is irrelevant in my opinion, but arguably inevitable. Hence the fundamental outcome being a separate of the two in the first place.

As for the three things that are most essential from my perspective, I'm not sure if that question is meant for me given that I am a mod, but I'll bring up a few points that I've thought of over the small time I've participated in the RP:

  • Biography Limits
    This is something that I've mulled over quite a bit since I've come into the RP, but also something that I've experienced in the past through various other similar settings that I've been part of. While I understand the fundamental necessity of having a limitation to them in some form, biographies are arguably the foundation and starting line for the creative expression of those who participate in the game. It determines the depth and direction that they take in their narrative building; both on an independent and group/world level. While lots of people seem to be focusing a lot of attention on what is or isn't accepted as possible combinations of abilities on one particular bio, and while I can see the appeal of being able to throw any combination of things onto a bio for the sake of creativity, obviously there are just some things that shouldn't mix for obvious balancing purposes, and obviously you'd likely still only see 1 bio allowed to be active in the NW scenario at a time. So I would think the compromise in this would be to open the door to a larger roster of playable biographies that can be active at any one time (or "approved") per user. The demand for this sort of thing is apparent in not only the high turnover of biographies; not simply in the upgrade/reinvention of one bio, but instead all together the complete abandonment of one in favor of replacing it with another, sometimes reluctantly. But also the presence of alts that have been sprouting up most prominently in the past couple years. I'm sure for some people that happened strictly out of desire to play the game over again from the beginning, but it's also likely because there was a desire to create more characters, story and combinations that didn't require them to drop any bios they may have been equally as passionate about on their main account. So to summarize the thought/recommendation: I think more bio slots should be accessible in the reboot. The initial vision I have for this is the idea that users would go through a similar "growth to acquisition" process as they do now; starting with one slot, then through the ranks unlocking 1-2 more as a sort of "free slots," then to purchase the additional slots beyond that, just like any other utility in the game. I feel this would be an incredible quality of life change that could contend as a reasonable middle ground accommodation to a lot of the issues/complaints that have been discussed surrounding abilities and bios.
  • Factions/Villages
    I have seen this suggestion crop up a few times throughout this thread and I would like to throw my ballet in for it as well. I think more fractal-communal systems would help with a more diverse and natural competitive dynamic across the entire game; both within the "story" RP and even the "PvP" side of things as well. I for one was strongly invested in the idea of the "Regional Delegates" system that was introduced toward the end of the current RP before things fell off. I had just come off of a lengthy hiatus that I had to take from the RP due to personal obligations and saw that the applications for the roles were being accepted, to which I immediately jumped at the opportunity; so much so that I think I applied for several different roles just in the hope that I was chosen for even a single one of them. Once I was granted to privilege of running one of these factions, I immediately sprung into the role and nearly completely abandoned my own personal stakes in the RP, such as the usage of my own personal bios and thus my own narratives. Now of course that was my own choice and by no means an expectation, yet it was one I was happy to make. That said, I saw the level of interactions that were ongoing in the discord about the various excitement that was seen across all members for the idea of these various factions and seeing how they would blossom. Unfortunately, only a small number of those who were chosen for the roles were active shortly following being assigned them, so sadly the concept fizzled out and inevitably fell to the wayside, along with the rest of the RP. All of this to say: I think Factions/Villages would be a wonderful addition to the game as a standard system. So much potential exists for these sorts of things and from what I've heard reiterated from various other members who have been around much longer than myself, these sorts of things did exist once upon a time in greater depth than what it was like when I first joined with Tsumigakure, and it obviously was a part of the game that is looked back on with gleeful longing for more of the same. Given the right execution and directive from those who would serve as hierarchical figureheads in these particular groups, to which they could seek guidance or assistance from mods if necessary, could serve to help give a lot more depth and a greater sense of fullness to the world map as a whole, instead of it all just feeling like a bunch of "random landmarks" that we're forced to move through in order to reach the more important stuff across the map.
  • Missions/Daily Tasks
    This is something that I feel I'm a bit more uniquely acquainted with given the role I've served as a mod that oversaw the checking process of missions specifically, and I have seen a few people talking about the process here specifically so I'd like to address it from my perspective and how I believe it could be improved. The short of it is that I think the current mission system is definitely flawed in the sense of the ranking system and what constitutes its various "difficulties." While I understood the value of the system and the need for how it worked in the current game, but given the opportunity of a Reboot to the game as a whole, I'd like to see a reinvention of this system as a whole as well. Directionally, I believe it would be conducive to migrate away from the E-S ranking system and building the rewards around it. While it was helpful to put the creative liberty in the hands of the users through the storyboard system, I think ultimately all it ever really encouraged was "singleplayer" style gameplay wherein everyone was always scattered across the map, doing their own thing while never truly interacting or engaging with each other for the sake of said missions, with only very few and far between examples to the contrary. While this wasn't inherently the system's fault since it didn't exclude group missions as a concept, it also didn't do much to encourage it or promote the activity, and instead served as a kumi farm or a tool to outlet as a gateway to access other content, such as progressing in the current arc at the time, or to unlock an ability like the Bijuu, or whathaveyou, rather than being a tool that its focal function was narration and story-building, as the system implies. So to solve this dynamic, I believe it would have to take the form of two differing systems all together. For the "reward grinding" aspect: I think having something akin to a generic "Daily Objectives/Tasks" system would help to create a specific list of activities that users can engage with toward acquiring certain rewards per task completed, and if all tasks are completed on the roster for the day, then a more substantial reward may be acquired as a result. This would encourage activity by nature on a daily basis, while it could also be opened up to being malleable to the purposes of various events, seasonal shifts (literally speaking, such as Summertime or during the Fall/Winter holidays, etc) or even being interchangeable with daily objectives that could potentially be set out by a village/faction that a user might join, were these sorts of things meant to see a return to the game again.
    As for the more narrative focused side of things wherein the objective isn't necessarily monetary based, I think establishing a "Notoriety/Renown" system similar to what was seen in the Regional Delegates phase of the RP would be a good alternative. An example of such a system is outlined in the Solanaceae: A Guide to Favor and Relations thread that I had made during this time. While I don't intend to suggest this aught to be a "flawless example of precisely what it should look like," I think it helps to project a more material example of what the vision for this system might look like. The participation in this system would be inherent in just about any post that a user makes that is specifically geared toward some form of interactive accomplishment in the world that exceeds simply traveling between landmarks or having a passing, idle conversation with another player in-game. These posts could choose from various broader prompts to designate intent for their specific posts to be geared toward this system and even assign "synopsis/elements" to them similar to how the storyboard elements system worked, but it is less geared toward a "pass/fail" sort of system that relied on hyper-fixated attention to these prompts and more of an "investment acquisition" system. Any post made toward this system can count so long as they meet certain guidelines regardless of the level of depth or hyper-focus placed toward specific objectives, and each post meant for this system can receive a flat-rate "point" that develops their "Notoriety/Renown" depending on the nature of the post. These "points" could serve for various different buffs/debuffs to the world as a whole as it relates to their particular character, such as inherent discounts to certain purchases, bonuses to random loot drop rolls, etc. The opposite of debuffs could also be true if the contents of the post by nature is detrimental to the world in a broader sense; those who perform destructive deeds and fancy themselves "villains" could suffer demerits of high prices, lower loot drops, etc, but might receive certain unique items or story options available to them dependent on the circumstances of the RP, or even the faction/village they might be apart of, if applicable. Think old school "Fable: The Lost Chapters" logic if anyone might be familiar, where in order to get access to certain rare loot, you had to do some bad deeds to meet the criteria of the "gatekeepers" to said loot.
Of course each of these ideas is strictly conceptual by nature and is in no way meant to represent a strict perspective of how I think these things should be executed, but at least are foundational ideas accurate to what I personally think would be worth exploring more of given the opportunity going forward.
 

Gutsy

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I wont go into too many details about my preferences for what should be in the new RP. What I will say is the following:

1. One of the reasons i initially began to RP was i loved the show. But I loved the concept of villages and people choosing where they wanted to be and which side they wanted to support, and people chose their own leaders and made their own actions and decisions. I would love to see a return to the village system. Of course the village system works best with lots of members.

2. Id like to see the NW be reduced in size, the map is very big and with the amount of roleplayers we have currently, the map will feel empty or the world will feel too big. You can always expand it later when people begin to join.

3. The world and story Id love to have players have more agency, and id also love to see a story that is closer to the world of naruto, rather than gods.
 

Zatanna

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A while back, I had a draft of what my suggestion for a new NW would be (back when the MHA rp started up, that's how long ago) and with this opportunity, think it would be good for feedback.

Ill use Naruto factions but realistically it could be named or changed to what ever is applicable. It was based around the Konoha and Iwa war in the series, where Ame/land of rain got caught in the middle.

I’ve been thinking a lot about how we could reboot the Ninja World in a way that feels fresh but also stays true to what made this place fun in the first place. One of the big issues with the old NW was that it ballooned into 200+ landmarks and “players vs god-tier NPCs,” which pulled us away from the kind of stories Naruto was built on — ninjas doing missions, fighting rival villages, carrying out espionage, and struggling in wars that felt personal rather than apocalyptic.

Here’s a framework I’d like to suggest for discussion
Smaller, more meaningful map: 35–45 landmarks instead of 200+.

Division: Konoha and Iwa each hold 15–20 landmarks, while Ame holds 5–10 (caught in the middle as the underdog).

Each landmark = something strategic (village, depot, shrine, training ground, outpost) that can be attacked, scouted, or defended.

Konoha = disciplined but stretched thin.

Iwa = militaristic and expansionist.

Ame = cunning survivors, playing both sides.

Players can declare themselves Faction Representatives for a month (committed to one side, gain bonuses like +10% rewards, but restricted to faction missions). Freelancers/mercs exist too, but risk notoriety.


Progression System

Weekly mission cycle: players complete missions → mods tally → totals give bonuses to a weekly roll → roll decides how many landmarks flip between factions.

Mission types: defend borders, espionage, assassinations, escort supply lines, sabotage, intelligence gathering, etc.

Certain missions restricted to certain roles (e.g. deep assassinations for freelancers).

Notoriety system → more attention = higher risk of bounties.


Dynamic Events
At different thresholds, new events trigger:

25% territory lost → desperate moves like unleashing a Bijuu.

33% gained → uprisings, rebellions.

50% control → large-scale war arcs, faction leaders step in.


Future arcs could even introduce an Akatsuki-style mercenary group as elites for hire.

Why this works:

Grounded — no god NPCs, just ninja vs ninja.

Dynamic — the warfront shifts every week, based on player action.

Replayable — once one war ends, reset with a new map/conflict.

Keeps the scale smaller, but the stakes personal and impactful.


This is just a framework, not a finished system — I’d love to hear everyone’s thoughts. What do you think about this kind of faction-driven, grounded NW to bring the story back to its ninja roots?
 

Sinthorus

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Limits and weekly content seems a bad idea. For starters, people have taken that long and longer to even reply to a battle/nw thread etc. Most players are adults with lives outside of here. When they have time, they want to come here, release their creative flare and escape from reality with the time they have. As one who has seen games with weekly quest grinds, it gets tedious. Same with time gated story content. That's putting limits on the players, which from what I've read, is something most people don't want.

1. You should be able to do missions as and when you want, to the max of your ability to reach the cap set in place at a time. For example: I'm a teacher, I get set weeks off a year. I'll take one of those weeks, grind hard and catch up or set myself to that point. That way when I log on, I'm read for what ever lies ahead of me.

2. One system for gaining power. Be it points, kumi, missions unlocks or rank unlocks through content. What ever it is. It should be one. You're making this game to be accessable to all. Not just those who are in it now. The more complexity you add, the harder it is to get into. Lok tried something recently, where upon reflection, he realised how overwhelming some systems can be to start with.

Suggestion below:
1. One small part of the ninja world is used to start. The old map works or the current one. I don't care.

2. NPC leads so players/mods aren't the main characters, so we all feel equal. Another issue that's stood out.

3. Bios start at the same rank. You first set of missions, you have a set of abilities. Your first missions are using those set skills/abilities of learning them. These are all low ranked. Once complete, you rank up to chuunin or what ever.

4. Max rank is Jounin which can be achieved through a set grind. You reach the player power of say 5 in every attribute or equal. You can change your stats to suit you. You have your build and go from there.

5. Always allow for 2 characters in the NW. Characters being locked up always sucked. Also allow for a battle arena equivalent. Get rid of the need to win battles. That was awful btw.

6. The whole events people are suggesting so soon is a 1.1 patch that can be done. For a new game that's not needed. All new games have a level up come first. Do that. Adjust based on feedback, set up for 1.1.

7. 1.1 drops, dungeons are released now staff have had time to sift through ideas and set them up. Bios are all set up to the level people want. Would of been a few months at this point. Staff have had chance to transfer over systems that time more time.

8. Based on feedback from dungeons, adjust, move on. Can have seasonal events/campaigns. Winter solstice, some shit goes down, who wants in. 2 months to get these missions done with these bonus rewards. At the end one big bad that's not a god.

Rince and repeat while you find the footing.

Based on feedback:

DON'T limit players progression to the cap.
DON'T put in monotonous grinds.
 
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