Konoha Tavern - RP General Chat Discussion

RuckenTM

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Purpose, if we're honest. Like the little mini events I see happening in villages give them incentive to pursue goals, it's why Tsumi is so popular partly. Not that I'm saying it's a mod responsibility to emulate that or anything, but that's what is missing from solo rpers it feels like. But that's something you can only make for yourself if you're a solo and there isn't a major RP event on. Maybe if there was something in place to reward solo's to a minor degree that could incentivize.
A Custom Akatsuki! That would be awesome.
 

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Well at the moment no one uses Witchwood at all. So I just want to try to figure out why.

The new arena will likely be for rouge ninja only. How would you guys feel about that? It will have unique rewards - not Kumi.

Custom Akatsuki won't happen. You can already form your own groups outside of villages. I won't let someone be alone in a custom group, lol.
 
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Delta

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Personally i think most people dont go to WWA because the fighting aspect as a hole in the RP is kinda meh. If you dont have Yin or Yang, or a way to counter it, you're not gunna have a good time, and with the amount of tier 5 bios running around stacked off their brains, why would anyone want to go there.

I think, if you want to make WWA attractive, do what Chris did in the dark tower event. Have WWA have set rules in place for participants instead of no holds barred, if you place people on a somewhat balanced and even playing field, i think WWA will see more use, cause rn, and i speak somewhat personally and somewhat word on the street, people don't go because you can win a match, but its so easy for someone whose more stacked to just, deck you basically, and theres not a whole lot you can do about it
 
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RuckenTM

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Well at the moment no one uses Witchwood at all. So I just want to try to figure out why.

The new arena will likely be for rouge ninja only. How would you guys feel about that? It will have unique rewards - not Kumi.

Custom Akatsuki won't happen. You can already form your own groups outside of villages. I won't let someone be alone in a custom group, lol.
What I mean here is a path to a Custom Akatsuki. Just like how 'clans' have the ability to group up and do missions to further become something of a village. I was wondering of the same thing for rouges. A route for rouges mapped out just like villages. If one desires to simply do crime but not be tied down to some landmark, they should be rewarded for their efforts also.
 

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What I mean here is a path to a Custom Akatsuki. Just like how 'clans' have the ability to group up and do missions to further become something of a village. I was wondering of the same thing for rouges. A route for rouges mapped out just like villages. If one desires to simply do crime but not be tied down to some landmark, they should be rewarded for their efforts also.
Can you explain the qualitative difference between forming a clan called The Pirates vs. a 'rouge group' called the The Pirates? There is effectively none. If I made it so you could make a clan in a way that doesn't require you to have a home landmark, but keep all the benefits the same, would that be suitable? Because you've still listed nothing, aside from Colonial Income, that a village has over a rouge.
 

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Personally i think most people dont go to WWA because the fighting aspect as a hole in the RP is kinda meh. If you dont have Yin or Yang, or a way to counter it, you're not gunna have a good time, and with the amount of tier 5 bios running around stacked off their brains, why would anyone want to go there.

I think, if you want to make WWA attractive, do what Chris did in the dark tower event. Have WWA have set rules in place for participants instead of no holds barred, if you place people on a somewhat balanced and even playing field, i think WWA will see more use, cause rn, and i speak somewhat personally and somewhat word on the street, people don't go because you can win a match, but its so easy for someone whose more stacked to just, deck you basically, and theres not a whole lot you can do about it
Who is this grapevine? If these people want to make suggestions, then I want to hear them. But I've just never heard this before aside from you. And I don't mean that insultingly, just honestly I never hear this shit and I want to hear it so I can make adjustments. But if everyone just stays quiet and anonymously makes suggestions through one person then idk what to do for people.
 

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Who is this grapevine? If these people want to make suggestions, then I want to hear them. But I've just never heard this before aside from you. And I don't mean that insultingly, just honestly I never hear this shit and I want to hear it so I can make adjustments. But if everyone just stays quiet and anonymously makes suggestions through one person then idk what to do for people.
Youve really never heard that alot of people feel they can't be relevant in the Rp without having either Yin or Yang or both? Because thats mostly what im talking about. People without it don't want to go to places like WWA where people with are roaming the streets. People with Yin n Yang have better shit to do than idle in WWA with no opponents.

I know it seems like a broken record, but just from generally talking to people, that seems to be the topic that keeps popping up. For me personally, i wont go near WWA until i have one or the other, cause i cbf dealing with it. Which is why i think if WWA had like, limitations, or every Arc, the Rules of WWA changed, and added a sense of balance, it would be more appealing.

I don't mean "Give everyone the same abilities", but rn, its just a FFA brawl really, if you added a unique dynamic every arc to WWA, made it appealing to everyone of all power levels, it might see more success, just my 2 cents tho
 
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Youve really never heard that alot of people feel they can't be relevant in the Rp without having either Yin or Yang or both? Because thats mostly what im talking about. People without it don't want to go to places like WWA where people with are roaming the streets. People with Yin n Yang have better shit to do than idle in WWA with no opponents.

I know it seems like a broken record, but just from generally talking to people, that seems to be the topic that keeps popping up. For me personally, i wont go near WWA until i have one or the other, cause i cbf dealing with it. Which is why i think if WWA had like, limitations, or every Arc, the Rules of WWA changed, and added a sense of balance, it would be more appealing.

I don't mean "Give everyone the same abilities", but rn, its just a FFA brawl really, if you added a unique dynamic every arc to WWA, made it appealing to everyone of all power levels, it might see more success, just my 2 cents tho
I can work with that last suggestion. I'd find a middle ground where some arcs it would just be unrestricted, and others I'd put in specific rules. The new arena will follow something similar, though will be largely (if not entirely) PvE.
 
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I kinda agree with Delta in the not going to the WWA because there will be someone who can just use an ability that I can't combat against there ie. the good ol Hungry Ghost technique. Issa Capitalist's wet dream u_u

"Aw LA your bio is stacked tho." Like nah fam, I have lots of abilities on my bio yeah - but if LoK let me add Blast, Ice, Storm, Scorch on today I'd still be nothin compared to some with Yin or Yang in an all out battle lmao.

Though I'm okay with doing Missions myself, just my POV on the whole thing. I liked the WWA idea, I just wouldn't go myself for that reason
 
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I can work with that last suggestion. I'd find a middle ground where some arcs it would just be unrestricted, and others I'd put in specific rules. The new arena will follow something similar, though will be largely (if not entirely) PvE.
Depends on how you list the prizes, if the dyanmic is interesting, and the prizes are worth while, i think you'd probably see alot more people in WWA. I think people, myself included, are just bored with having these fights where you just spam OP shit for 10 turns and try to survive, unique mechanics and dyanmics would probably bring me back actively into the NW
 

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Let me slide in on this conversation give a little two cents on it.

I always thought that if the active rpers should have some kind of income per month for being active. Gives more incentive to being active in the rp. Example do three missions a month and/or battle.

Finally think losers in an official battle should get some type of kumi. At least half of the amount the winner won. This would give more incentive to not worry about losing and actually have fun and both side is getting experience and rewarded for having fun. Its like getting xp in a game even if you fail a mission you get something to increase your level but also get the experience.
I actually agree with the bold. It's how it first started out, and it gave people the incentive to actually lose a fight and not argue about it.

I also get what Delta is saying, scaling rules each arc to add variety.

For example "No HAs or KGs" one arc "Boosts are nullified in the coliseum" another, "only taijutsu techniques can be used" in another arc, etc. At least that's what I'm getting out of what he's suggesting. Making it so everyone has to do something specific to in a way level the field a bit more, than usual. I wouldn't use the system, but I can see some people vibing with it.
 
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The issue with Witchwood prizes at the moment is that they make no sense, for the most part. At the moment a prize is worth 2x the tier it is in. So Fuuin, which is tier 3, requires 6 won fights in a row. That's pretty excessive to me. A fight can already last a few weeks, so just imagining having to win 6 fights in a row to earn Fuuin, or Poison, is pretty nuts to me. It doesn't seem lucrative at all. Especially since in like 5 days you can already earn the Kumi via missions to get Fuuin itself. Now, some other prizes are actually worth this. For example, winning an MS or Rinnegan from Tier 4 seems fine. Though it still takes a while to get all the fights. So I'm trying to balance all these things and figure out how to make it make sense relative to missions.

I actually agree with the bold. It's how it first started out, and it gave people the incentive to actually lose a fight and not argue about it.
That's how it is now LOL. It's in the rules that you get 50% for losing. If moderators (Sasori) aren't giving the losers half of the amount one should get, then that's a separate issue.
 
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RuckenTM

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Can you explain the qualitative difference between forming a clan called The Pirates vs. a 'rouge group' called the The Pirates? There is effectively none. If I made it so you could make a clan in a way that doesn't require you to have a home landmark, but keep all the benefits the same, would that be suitable? Because you've still listed nothing, aside from Colonial Income, that a village has over a rouge.
In aspect of a 'Clan' one aims to have a village. The difference would be the perks themselves and requirements. A single member attempting to form one generates no perk behind it. When 2 to 3 members come together and are objectively acting as a mafia, then perks would be granted. These perks are simply geared to sustaining their anonymous hideouts. Meaning the more activity in missions that are placed for rogue groups grants them more anonymous hideouts in landmarks even in Villages at a later stage!

The point here is that rogue groups aren't supposed to be like villages. They can never be, so taking the example of Akatsuki. These rogue groups are merely like organizations that can be hired by villages or people. They cannot claim landmarks, but have the potential to 'corrupt' landmarks.

Note: Know these Rouge groups don't have be bad. They can be gray, good or bad. The taste is up to the individuals, meaning merchant members can form their own groups which in turn grants them purpose. This also ties into the missions system they reward good deeds and bad deeds.

Here's an example: Level 1 Rogue Group: 2 to 3 RPer members (Max points 12) + Daily required Rogue Missions

D-Rank (1):
(Good) Establish Organization influence
(Mischievous) Gather resources from several landmarks (at least 4)

C-Rank (2):
(Good) Be hired by a Clan, village, or Shinobi individual
(Mischievous) Control the wealth, or resources of a landmarks (at least 2)

B-Rank (3):
(Good) Form a Pact with a Village/ Clan.
(Mischievous) Increased threat level, attain a bounty on individual member of your Rogue Organization

A-Rank (4):
(Good) Establish serval Pacts with Clans/ Villages.
(Mischievous) Increased threat level, attain a bounty your Rogue Organization

S-Rank (5):
(Good) Enriching contractors, become a global asset (at least 4, level 3 or higher clans/ 2 villages)
(Mischievous) Global Bounty on Rouge Organization

@Drackos
@Delta
 

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Wait now I'm the idiot. It isn't like that anymore. When did we change that!?
A while back, like a few months after the kumi system dropped iirc.

I think it was a trial basis thing, and eventually got phased out. It was way before I was a mod.

@Rucken Clans = Rogue groups. You can have a fake Akatsuki group if you want. Just do it.

Custom storyboard elements also cover everything else you suggested. You don't have to aim to have a village.

Once you get the biggest clan level, you request to be a village. You have to ask for a mission. Just don't ask.

You also don't have to claim lands, at all, or level up unless you want to add more people. You can just do your own thing.

Clans can also already hire each other, via treaties, it's just something no one does. You can pay others, trade lands and members, etc.
 
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I actually agree with the bold. It's how it first started out, and it gave people the incentive to actually lose a fight and not argue about it.

I also get what Delta is saying, scaling rules each arc to add variety.

For example "No HAs or KGs" one arc "Boosts are nullified in the coliseum" another, "only taijutsu techniques can be used" in another arc, etc. At least that's what I'm getting out of what he's suggesting. Making it so everyone has to do something specific to in a way level the field a bit more, than usual. I wouldn't use the system, but I can see some people vibing with it.
Basically yeah thats what im saying, not so much nerf people, but add a dyanmic which makes it a little more even. Not to mention, it adds a new way to fight, as i stated above, RN most fights(at least the serious ones) are just throwing as big a jutsu you can at people and nitpicking their moves and hoping it works. As Never said above, a lot of people struggled with the YY side of things, and it really is a deterrant to some people.


@Drackos Personally, i think that line of prizes should be snuffed out entirely. Maybe have some super tier shit, but i feel most people wont be able to have more than 3-4 fights per arc/in general, due to activity alone. I do think, however, the Sage weapon route could be tweaked slightly for WWA. Here me out, we could say, for example, the champion of the arena each arc gets a special relic tailored for their bio. Nothing extreme like Sage Weapons, but just something cool. Could also make it so to retain the relic the person has to partipate in the WWA X amount of times to retain their prize.

Another possible Prize idea could be a ranking system. If you outline, say, 6 different prizes, ranging from 1-6 in terms of how good they are, and instead allow people to place in a bracket style, people could be more inclined to show up, that way even if they arnt winning every fight, they still have the chance to win some kind of reward for their work, seems participating in WWA would also slow peoples missions and overall kumi gain
 

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Just to add (I'm playing Tarkov atm so writing posts between quick raids), I want the core of Witchwood to remain the same. A king of the hill, brutal, player against player, arena where you earn practical rewards in the RP (Kumi/actual ability or bio prizes). The new arena will fill the void of special artifact prizes with unique mechanics. I'm fine with making Witchwood rules rotate per arc, so it can cater to everyone.

But generally I want Witchwood to stay as a place where two people just duke it out in a king of the hill style game. So there won't be any PvE events there, no artifact rewards, and so on. That'll all be filled by the new arena so both can be used at the same time.
 

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I'm imagining a Gladiator arena type deal in regards to you still have PvP but then you got like Hybrid Monster Lions jumping them. Maybe it's time to expand the Sensei role since we was talking about that not too long ago, they don't really have much training to do anymore

They could control these NPC enemies to jump both players during a battle, so there is more variables in the fight. Obviously the NPCs can't win so they'd back off once a player falls
 
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