Konoha Tavern - RP General Chat Discussion

Howard

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Making the NW feel interconnected comes down to actually interacting with others. Which falls heavily upon the roleplayers. My personal opinion is there are too many cooks and not enough people willing to build into something bigger. Everyone wants to be the center of their own universe instead of building a universe together.

That's why my village remains active because everyone is willing to do their own thing, together. Instead of each trying to be the leader of their own group or a one-man army. Sure that can be a thing you do but well it puts you in a place where you'll be playing solo pretty often unless you're attacking people forcing them to fight you.

There is a real potential for a lot of things to be happening even right now. So many things could happen, that could change the face of the NW, but for the most part, no one seems willing to put aside the "this is mine" mentality and instead say "this is ours." I've seen several things I've expected or that I and my group would exploit or do just not happen.

Additionally, sometimes you just need to roleplay because not being bored is your reward. Not everything you do is going to be worth something. Monetizing everything you do with rewards will make it feel like a job, or chore imo. Then again I've literally been trying to push out every drop of activity I can get from my village. With events, Village Missions, and everything else I can do.

I feel people need to engage the systems more directly and realize that the people that do are the ones who are doing the best. It's like a game of Civilization, you gather resources, trade, make deals, alliances, wars, expand, and wipe others off the map. That's why we have a war system, a treaty system, a system for colonial domination in Tobusekai, and the ability to gather village kumi.

The story you build has since day one came down to you and your allies and what you do together. You change the world to reflect what you want. It won't change if you don't make it happen. There are a few groups now expanding and doing big things. Genuinely can't wait to see what becomes of it. They should know who they are.
 
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Ive been reading through and have some suggestions.

-I think classifying missions into good/bad deeds could give you different rewards, eg good may give you more ryo/kumi but bad could give you less kumi but more chance to grt an artifact. Basing it along thr lines of people rewarding heroes and villains looting a place.

-Repeatedly doing missions in a single landmark gives a bonus. Something like a build to a max of double the reward after 10 missions or something. Can be used as if youre becoming a hero to the people of the landmark for good missions or youre searching through more throroughly or places youbhavent with bad missions. Could either apply this so a singular landmark or a whole country instead.

-World bosses would be a cool idea. Something of a miniboss, where its like an S++ mission. I understand that mods are probably busy, perhaps they could get a sensei to fill in the role of a boss. Something like an npc fight, whether its just a really strong ninja, or perhaps a monster of some kind. Engage the boss (whether alone or with a party) and create the thread in the ninja world events. This gives a real threat to the battle instead of the player dictating the outcome. Potentially can be used in witchwood arena as well.

-i wonder if it would be worth implementing an NPC village similar to what was done in one of the original arcs. Again, know the mods may be busy to create/maintain this but you could tie it in with the story as well again like some sort of either resistance or secret society etc.

-Personally I want to do the travelling merchant thing but Im a bit worried about somethings. If Im creating artifacts, arent they able to be stolen off me? Eg instead of selling, whats stopping someone from just fighting and beating me and then taking them all? Id like some clarification on the rule if possible.
 
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Ive been reading through and have some suggestions.

-I think classifying missions into good/bad deeds could give you different rewards, eg good may give you more ryo/kumi but bad could give you less kumi but more chance to grt an artifact. Basing it along thr lines of people rewarding heroes and villains looting a place.

-Repeatedly doing missions in a single landmark gives a bonus. Something like a build to a max of double the reward after 10 missions or something. Can be used as if youre becoming a hero to the people of the landmark for good missions or youre searching through more throroughly or places youbhavent with bad missions. Could either apply this so a singular landmark or a whole country instead.

-World bosses would be a cool idea. Something of a miniboss, where its like an S++ mission. I understand that mods are probably busy, perhaps they could get a sensei to fill in the role of a boss. Something like an npc fight, whether its just a really strong ninja, or perhaps a monster of some kind. Engage the boss (whether alone or with a party) and create the thread in the ninja world events. This gives a real threat to the battle instead of the player dictating the outcome. Potentially can be used in witchwood arena as well.

-i wonder if it would be worth implementing an NPC village similar to what was done in one of the original arcs. Again, know the mods may be busy to create/maintain this but you could tie it in with the story as well again like some sort of either resistance or secret society etc.

-Personally I want to do the travelling merchant thing but Im a bit worried about somethings. If Im creating artifacts, arent they able to be stolen off me? Eg instead of selling, whats stopping someone from just fighting and beating me and then taking them all? Id like some clarification on the rule if possible.
We have the concept of bosses already. They aren't always there, but they happen in events. The Dark Tower will also be seeing some of this.

And yes, they can be stolen off you I believe. Though I have to refresh myself on Merchant rules.
 
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Nah I get it, just wondering like if it would be possible. Im looking forward to the update though, I want to try and engage with artifacts a bit more.

Side note, something Id like to see is a system where your chances of getting an artifact increase with every time. so say you do a single C rank mission, your chances are the normal %. then if you do another C rank mission, your chances increase by 20% of getting a C rank artifact etc. I think it would balance out, considering how hard S ranks are, so doing 5 S ranks to get an S rank artifact would be fair?
 
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Nah I get it, just wondering like if it would be possible. Im looking forward to the update though, I want to try and engage with artifacts a bit more.

Side note, something Id like to see is a system where your chances of getting an artifact increase with every time. so say you do a single C rank mission, your chances are the normal %. then if you do another C rank mission, your chances increase by 20% of getting a C rank artifact etc. I think it would balance out, considering how hard S ranks are, so doing 5 S ranks to get an S rank artifact would be fair?
It would be interesting to have essentially a pity meter put in place with them only problem with something like that is tracking it, the mods would need to make some sort of list that they constantly update with who won/didn't win stuff. That could be a lotta work, maybe an alternative would be to have missions that guarantee a slot but require a higher quality when it comes to checking.
 

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You could keep track of it yourself, and link to the last mission of that rank you did. So if I sub mit a C rank, i cant link anything. I submit a second one, I can submit the previous C rank I did to increase my chance. I submit a 3rd one, I submit the previous 2 for the bonus, and say I win the artifact, then it resets.
 
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Pervyy

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We have the concept of bosses already. They aren't always there, but they happen in events. The Dark Tower will also be seeing some of this.

And yes, they can be stolen off you I believe. Though I have to refresh myself on Merchant rules.
For the WW, going back to that, i love Alternative's idea of the nw buff based on wins etc, my suggestion is more aimed at the fights.

With each arc or certain amount of time, the WW enters certain modes. With that the arena battle rules/set up vary. This can be as simple as limiting what people can use while in the arena, to having specific relic weapons they can choose to make use of within the arena. You designed some fun ones for the doubles event alone, like my tattered staff.

If they had a random new toy to choose from, like the old gladiators could make their weapon of choice for the fight, it could add it's own flare.

If they like them that much maybe say after X wins you can gain the weapon/tool you chose.
 

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Hum... I actually have a question:

-Kumi is the currency used in the RP to buy abilities right? Its also what you may use to buy CJs from others, etc. but, what is the income of an RPear?

Think about the following: any RPG game has a currency income to your character from doing everything. That currency can be XP, Gold, Glimmer, wtv depending on the game. The amount you earn is linked to the activity you do, but everything gives you the currency. Want to earn more? do harder things. Don't want to do harder things? you'll earn less. But you'll always earn.

So, outside missions and the NW, what is the basic income of an rpear?

And its important to have the kumi flowing, both as income and expense. You want people to want to play to want to earn kumi to want to buy the abilities thus spending kumi. You want the economy to move and by dynamic. Atm, it seems it isn't.

As someone who just popped back up from a hole in the ground, the whole system is a wall. A very time consuming wall. Its a very well structured and seemingly fun wall. But a wall nonetheless.

I think a good addition to the RP would be alternative income for active RPears and promoting different ways to enjoy the RP that are also rewarding. You can be a NW rpears, a battle arena one or simply like teaching others. But all paths should be rewarding in their own ways. As a result, you'd appeal to more people as a whole. You'd appeal still to the avid NW rpears but also the more moderate, less time invested ones that just want a fight here and there or that just want to teach.

Just my two cent guys :)
 

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Hum... I actually have a question:

-Kumi is the currency used in the RP to buy abilities right? Its also what you may use to buy CJs from others, etc. but, what is the income of an RPear?

Think about the following: any RPG game has a currency income to your character from doing everything. That currency can be XP, Gold, Glimmer, wtv depending on the game. The amount you earn is linked to the activity you do, but everything gives you the currency. Want to earn more? do harder things. Don't want to do harder things? you'll earn less. But you'll always earn.

So, outside missions and the NW, what is the basic income of an rpear?

And its important to have the kumi flowing, both as income and expense. You want people to want to play to want to earn kumi to want to buy the abilities thus spending kumi. You want the economy to move and by dynamic. Atm, it seems it isn't.

As someone who just popped back up from a hole in the ground, the whole system is a wall. A very time consuming wall. Its a very well structured and seemingly fun wall. But a wall nonetheless.

I think a good addition to the RP would be alternative income for active RPears and promoting different ways to enjoy the RP that are also rewarding. You can be a NW rpears, a battle arena one or simply like teaching others. But all paths should be rewarding in their own ways. As a result, you'd appeal to more people as a whole. You'd appeal still to the avid NW rpears but also the more moderate, less time invested ones that just want a fight here and there or that just want to teach.

Just my two cent guys :)
You get kumi from premium - 500 a month

Kumi from posts with 50 characters or more - 3 kumi
KUmi from posting a thread - 15 kumi (I think)

Battles - 500 kumi give or take

Prizes - Sometimes


If you want new stuff, get on the rp grind, do the missions and fights and work for it. Much better system, removes permissions and gives everyone equal chance who is willing to work. You get what you put into it.
 

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A bio can cost...lets say 25k kumi for for example, a children of tiamat bio. Thats 8333 posts with more than 50 characters. Thats 50 months of premium.... (more than 4 years). I had a battle in the battle arena and no Kumi, so I assume you're saying battles in the NW. Again, what if an RPear is active but doesn't want to go into the NW? Also, unless the prize is 25k kumi, then its mute. Prizes before were permissions to make a given bio.

What I mean is, is the goal of the RP to grow and appeal to more people? Then it needs to broaden its appeal to engage diferent types of players. To do so, it has to create a dynamic economy that allows people to grow in power but also makes people do cjs, make bios, post battles, etc. Generate activity. Unless, the goal is to only catter to the current RPears in which case, power creep and slow progression will still be an issue.

And I don't mean as a criticism. Just a suggestion. The RP is broad and as such can appeal to different types of players. Putting all your eggs in the NW basket might allienate other types of players. And the more players you have, the more active the RP. Which in turn makes it more dynamic, promotes further economic growth, brings more people to the forum to experience other areas, might bring more premium, etc etc etc.

Thus why I suggest that the overal Kumi economy be re-assessed as I feel it could be rebalanced a bit to promote more diversity and activity. Again, just my opinion.
 
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Zatanna

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Oh, so you can do missions in the NW. So kumi rewards vary from 250 for a D rank to 1500 for an S rank. Thats the primary source of income

edit: a lot comments and criticisms have arrived of the kumi system, either with the price or accessibility of things. EG one argument is that Yin and Yang or YY is now over saturated with everyone being able to get it.

There isnt much incentive apart from trying to gain the more powerful and end game abilities. and ofcourse to do that is to have to gain kumi, and the quiest or easiest way to do that is through missions. for example, should you have the time, you could do 3-4 B rank missions a week, which would earn 650 kumi a mission, where as one battle if you win could take up to a week for it to finish, and the reward is jsut 500 kumi.
so its very mission focused
 
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Thats power creep. It happens in all RPG games. There isn't much you can do about it. People need that "high tier" level to aspire to and feel its attainable, otherwise people won't have a goal in the game and motivation drops. If its too hard, you get only the elite with it which isn't healthy to the game. If its too easy, everyone "finishes the game" which, again, isn't good. The balance is hard. But powercreep always happens in rPG games.
 
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A bio can cost...lets say 25k kumi for for example, a children of tiamat bio. Thats 8333 posts with more than 50 characters. Thats 50 months of premium.... (more than 4 years). I had a battle in the battle arena and no Kumi, so I assume you're saying battles in the NW. Again, what if an RPear is active but doesn't want to go into the NW? Also, unless the prize is 25k kumi, then its mute. Prizes before were permissions to make a given bio.

What I mean is, is the goal of the RP to grow and appeal to more people? Then it needs to broaden its appeal to engage diferent types of players. To do so, it has to create a dynamic economy that allows people to grow in power but also makes people do cjs, make bios, post battles, etc. Generate activity. Unless, the goal is to only catter to the current RPears in which case, power creep and slow progression will still be an issue.

And I don't mean as a criticism. Just a suggestion. The RP is broad and as such can appeal to different types of players. Putting all your eggs in the NW basket might allienate other types of players. And the more players you have, the more active the RP. Which in turn makes it more dynamic, promotes further economic growth, brings more people to the forum to experience other areas, might bring more premium, etc etc etc.

Thus why I suggest that the overal Kumi economy be re-assessed as I feel it could be rebalanced a bit to promote more diversity and activity. Again, just my opinion.
@bolded
Battles in the BA have to be official to gain kumi. Generally its 500 for a win, give or take depending on the rank of the person. You can also Wager Kumi in the fight, which is an additional on top, but that has to be agreed upon.

As for obtaining kumi, only people that really get passiveish(i say ish because its not so much passive) are sensei and mods, through training and mod work. Regular Rpers who just RP, only real avenues are NW stories, which as Zat touched on above, have a mission system with set amounts as rewards with possible modifies, and doing official battles in the BA, outside of that, there is no other real way to gain kumi outside of idling with premium or posting, or selling customs, but i dont personally consider that a legitmate form of obtaining kumi, more of a work around
 
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Zatanna

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Personally I had an idea about a 'leveling system' that happens outside of ranks.

The idea was that youd have an xp system, which you can level and the higher your level the higher your chakra reserves, as well as a talent system. TBH id want to completely change the technique system but I dont think many people would like the idea.
Ill put a little more detail below just incase anyone is curious.

So, the idea is that you gain xp for each successful mission. Upon hitting a certain threshhold youd would level up, which would add to your stats of chakra and health. this introduces a no ceiling cap.
to take advantage of this, the battle system would be redesigned so that damage and chakra arent at a set level. The amount of damage in a technique is proportionate to the amount of chakra youd put into a technique. That way there is no 'end game' where YY is the strongest in the game, they just give more of a tactical advantage due to their properties as well as their base damage.

For example, if you use a 1:1 ratio then say a 60 chakra based fire technique would deal 60 damage. Technique ranks would only serve to add additional or a bonus to the ratio so something like A B rank technique may be a 1:1, where an A rank may be 1:1.5 and S rank with 1:2. so an A rank with 60 chakra would deal 90 damage and an S rank with 60 may deal 120.

Speaking of talents, every time you level up, you gain a talent point, and you can spend these to either increase or unlock certain abilities. Not neccesarily actual abilities but to rank up your skill, so eg, say you unlock fuuin, you unlock it at B rank, but if you put a point into it, you can now use A rank fuuin, etc. This could be intergrated with specialities, where you gain bonus points or reaching a certain point in a skill tree would give you its specialty. Kind like based on the Skyrim style skill points.
 
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RuckenTM

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Personally I had an idea about a 'leveling system' that happens outside of ranks.

The idea was that youd have an xp system, which you can level and the higher your level the higher your chakra reserves, as well as a talent system. TBH id want to completely change the technique system but I dont think many people would like the idea.
Ill put a little more detail below just incase anyone is curious.

So, the idea is that you gain xp for each successful mission. Upon hitting a certain threshhold youd would level up, which would add to your stats of chakra and health. this introduces a no ceiling cap.
to take advantage of this, the battle system would be redesigned so that damage and chakra arent at a set level. The amount of damage in a technique is proportionate to the amount of chakra youd put into a technique. That way there is no 'end game' where YY is the strongest in the game, they just give more of a tactical advantage due to their properties as well as their base damage.

For example, if you use a 1:1 ratio then say a 60 chakra based fire technique would deal 60 damage. Technique ranks would only serve to add additional or a bonus to the ratio so something like A B rank technique may be a 1:1, where an A rank may be 1:1.5 and S rank with 1:2. so an A rank with 60 chakra would deal 90 damage and an S rank with 60 may deal 120.

Speaking of talents, every time you level up, you gain a talent point, and you can spend these to either increase or unlock certain abilities. Not neccesarily actual abilities but to rank up your skill, so eg, say you unlock fuuin, you unlock it at B rank, but if you put a point into it, you can now use A rank fuuin, etc. This could be intergrated with specialities, where you gain bonus points or reaching a certain point in a skill tree would give you its specialty. Kind like based on the Skyrim style skill points.
No limits really is...terrible in my mind. The gap widens far beyond a beginners chance to catch up. If they ever do lol as their aim to catch up is impossible due to their goal seemingly always advancing.
 

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Personally I had an idea about a 'leveling system' that happens outside of ranks.

The idea was that youd have an xp system, which you can level and the higher your level the higher your chakra reserves, as well as a talent system. TBH id want to completely change the technique system but I dont think many people would like the idea.
Ill put a little more detail below just incase anyone is curious.

So, the idea is that you gain xp for each successful mission. Upon hitting a certain threshhold youd would level up, which would add to your stats of chakra and health. this introduces a no ceiling cap.
to take advantage of this, the battle system would be redesigned so that damage and chakra arent at a set level. The amount of damage in a technique is proportionate to the amount of chakra youd put into a technique. That way there is no 'end game' where YY is the strongest in the game, they just give more of a tactical advantage due to their properties as well as their base damage.

For example, if you use a 1:1 ratio then say a 60 chakra based fire technique would deal 60 damage. Technique ranks would only serve to add additional or a bonus to the ratio so something like A B rank technique may be a 1:1, where an A rank may be 1:1.5 and S rank with 1:2. so an A rank with 60 chakra would deal 90 damage and an S rank with 60 may deal 120.

Speaking of talents, every time you level up, you gain a talent point, and you can spend these to either increase or unlock certain abilities. Not neccesarily actual abilities but to rank up your skill, so eg, say you unlock fuuin, you unlock it at B rank, but if you put a point into it, you can now use A rank fuuin, etc. This could be intergrated with specialities, where you gain bonus points or reaching a certain point in a skill tree would give you its specialty. Kind like based on the Skyrim style skill points.
Sorry this is OT but im in love with your Sig
 
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