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I understand its a wall but the main part is the
My suggestion for a new ninjustu system and ultimate subtopic
My suggestions for the Naruto storm 3:
In the anime the style of mystery of two shinobis meeting each other goes as follows: there is almost always a pause and then an introduction to the opponent’s abilities. When the powers of the antagonist are revealed the protagonist almost always has to come up with a counter strategy using what is available to him in his arsenal. This is a feature that is essential to the anticipation and danger of ninja battles in the anime and it should be reflected in the game to capture the same magic the series possesses.
The 1 click attack button should be kept the same but solely for taijutsu. Ninjutsu however should be a different issue as just like in the Naruto world, different jutsus have different ranking and power
My suggestion for a new ninjustu system:
I put forward customisable ninjutsu as a must and an essential part to increasing general fulfilment for the player although it is unheard of Naruto using earth techniques in the anime that is why this change can only come with the introduction of affinities (Naruto is wind style.. sasuke is lightning style etc) to the characters BASED on the anime/manga information ill talk further about this topic later in the post.
A jutsu list that is classified into affinities and accessed through the storm 2 way of unlocking characters (SP) could be introduced and the jutsu’s made to be addable and put into 4 types of directional jutsu (a bit like ninja tools) but a character has to posses the necessary requirements (ie affinities, sharingan etc) to be able to use any given jutsu.
An example of how the list could be displayed:
a) [Katon] Dai Endan - Great Fireball SP: 300,000
b) [Mokuton] Daijurin no Jutsu - Great Forest Technique SP: 450,000
C) [Fuuton] Dai Kamaitachi - Great Cutting Whirlwind SP: 300,000
d) [Suiton] Daikoudan no Jutsu - Great Shark Missile Technique SP: 300,000
e) Amaterasu - Goddess of the Sun (Heavenly Illumination) Technique SP : 500,000
f) Tsukuyomi SP: 250,000
If I had 300,000 SP and I picked the character nagato I can now select the options A, C, D to put into my directional jutsu slots ..bear in mind Nagato is able to master all 5 elemental affinities as stated by anime(so we won’t see Naruto using fire style or ten ten using mokuton ) but my character would not be able to use options F or E because he does not possess a requirement to perform those technique which is a mangekyou sharingan
An example of how directional jutsu’s on ps3 (not familiar with xbox controls) could set up:
Triangle (charge chakra) tilt joystick up > attack button 1st jutsu
Triangle (charge chakra) tilt joystick left > attack button 2nd jutsu
Triangle (charge chakra) tilt joystick right > attack button 3rd jutsu
Triangle (charge chakra) tilt joystick down > attack button 4th jutsu
(All directional jutsu would be balanced in terms of damage for the sake of simplicity and will cause the same amount of damage)
Keeping the ultimate (triangle x2 and attack) and triangle and attack buttons will result in the player having up to 6 different jutsu’s to their disposal...well we know the anime characters possess way more techniques but more than just the two jutsus being available opens the door to all kinds of combos and strategies and well fun in general. With this will come a need to increase life points of characters and who would say no to that?. The current chakra system could stay the same but ultimates should ideally wipe the bar of the user and have negative effects to the caster, the stronger the ultimate the bigger the negative effect (ie reduced speed, weaker damage, slow chakra loading etc) (BASED on the anime)and visible signs of strain which leads me to the next topic.
In game effects
As previously suggested by others I have spoken to, a system resembling that of dragonball z where characters lose pieces of clothing, show physical strain, increased breathing rate maybe not bleeding but possible...would further add another level of immersion into the game play. Naruto anime fights are known for the destruction of the area they fight in, so incorporation of damage (flooding, moved rocks, broken houses etc) can be an exciting new introduction into the game.
Team fights and support characters
Team fights could also take ideas from dbz games ... a team of 3 should be 3 separate characters and buttons should be allocated to allow characters call on their team members to fight in their place giving the player an overall more wholesome battle. Team battle could come in a different selection to support fights giving choice for people that don’t want to spend all that time
Ultimates
Playing storm generation using the character hiruzen (third hokage) put me at a loss because i performed his ultimate which as we know is the reaper death seal and I got a little bit excited when the cut scene played but after that and my opponent recovering immediately and performing his own ultimate (masked man = tailed beast ball) my excitement quickly died down. It pointed out how balanced all the jutsu’s and characters in the game were made (ie Nagato’s shinra tensei has the same damage as Pt1 sasuke’s chidori). In the anime the reaper death seal is one of the strongest jutsu’s in the series resulting in instant incapacitation or loss of function of a body part but in the game you could survive up to 3 of them and come out the other end unscathed. I suggest that jutsu’s like these need their proper power scaling to keep true to the spirit of the anime but ways to escape them need to be implemented (no NOT tapping or rolling the joystick!). For example for reaper death seal I would suggest a base consequence of this action ie loss of arm function together with ability to escape the technique with the aid of quick time events and if the opponent does not fulfil the requirement of the quick time event properly the consequences of incapacitation should be incurred true to anime story originally. Consequences to the caster should put in however to avoid spamming of such massively powerful techniques as reaper death seal (ie incapacitation of caster).
Addition of anime confirmed ultimates and reconfiguration of the jutsu combos can also be helpful ie Nagato ultimate attack in the manga is Chibaku tensei and the charcter’s current ultimate attack does not show the progress of the anime.
Customizable ninja
A ninja can be created and is allowed to learn a maximum of 3 affinities as he fights more and more battles, this can be an interesting (very fun) area that could be looked into
.
My email is below incase you want to use me for future development of your game;
How good is my suggestion for you?? make sure you rate it and if you want to know where to suggest from go on:
My suggestion for a new ninjustu system and ultimate subtopic
My suggestions for the Naruto storm 3:
In the anime the style of mystery of two shinobis meeting each other goes as follows: there is almost always a pause and then an introduction to the opponent’s abilities. When the powers of the antagonist are revealed the protagonist almost always has to come up with a counter strategy using what is available to him in his arsenal. This is a feature that is essential to the anticipation and danger of ninja battles in the anime and it should be reflected in the game to capture the same magic the series possesses.
The 1 click attack button should be kept the same but solely for taijutsu. Ninjutsu however should be a different issue as just like in the Naruto world, different jutsus have different ranking and power
My suggestion for a new ninjustu system:
I put forward customisable ninjutsu as a must and an essential part to increasing general fulfilment for the player although it is unheard of Naruto using earth techniques in the anime that is why this change can only come with the introduction of affinities (Naruto is wind style.. sasuke is lightning style etc) to the characters BASED on the anime/manga information ill talk further about this topic later in the post.
A jutsu list that is classified into affinities and accessed through the storm 2 way of unlocking characters (SP) could be introduced and the jutsu’s made to be addable and put into 4 types of directional jutsu (a bit like ninja tools) but a character has to posses the necessary requirements (ie affinities, sharingan etc) to be able to use any given jutsu.
An example of how the list could be displayed:
a) [Katon] Dai Endan - Great Fireball SP: 300,000
b) [Mokuton] Daijurin no Jutsu - Great Forest Technique SP: 450,000
C) [Fuuton] Dai Kamaitachi - Great Cutting Whirlwind SP: 300,000
d) [Suiton] Daikoudan no Jutsu - Great Shark Missile Technique SP: 300,000
e) Amaterasu - Goddess of the Sun (Heavenly Illumination) Technique SP : 500,000
f) Tsukuyomi SP: 250,000
If I had 300,000 SP and I picked the character nagato I can now select the options A, C, D to put into my directional jutsu slots ..bear in mind Nagato is able to master all 5 elemental affinities as stated by anime(so we won’t see Naruto using fire style or ten ten using mokuton ) but my character would not be able to use options F or E because he does not possess a requirement to perform those technique which is a mangekyou sharingan
An example of how directional jutsu’s on ps3 (not familiar with xbox controls) could set up:
Triangle (charge chakra) tilt joystick up > attack button 1st jutsu
Triangle (charge chakra) tilt joystick left > attack button 2nd jutsu
Triangle (charge chakra) tilt joystick right > attack button 3rd jutsu
Triangle (charge chakra) tilt joystick down > attack button 4th jutsu
(All directional jutsu would be balanced in terms of damage for the sake of simplicity and will cause the same amount of damage)
Keeping the ultimate (triangle x2 and attack) and triangle and attack buttons will result in the player having up to 6 different jutsu’s to their disposal...well we know the anime characters possess way more techniques but more than just the two jutsus being available opens the door to all kinds of combos and strategies and well fun in general. With this will come a need to increase life points of characters and who would say no to that?. The current chakra system could stay the same but ultimates should ideally wipe the bar of the user and have negative effects to the caster, the stronger the ultimate the bigger the negative effect (ie reduced speed, weaker damage, slow chakra loading etc) (BASED on the anime)and visible signs of strain which leads me to the next topic.
In game effects
As previously suggested by others I have spoken to, a system resembling that of dragonball z where characters lose pieces of clothing, show physical strain, increased breathing rate maybe not bleeding but possible...would further add another level of immersion into the game play. Naruto anime fights are known for the destruction of the area they fight in, so incorporation of damage (flooding, moved rocks, broken houses etc) can be an exciting new introduction into the game.
Team fights and support characters
Team fights could also take ideas from dbz games ... a team of 3 should be 3 separate characters and buttons should be allocated to allow characters call on their team members to fight in their place giving the player an overall more wholesome battle. Team battle could come in a different selection to support fights giving choice for people that don’t want to spend all that time
Ultimates
Playing storm generation using the character hiruzen (third hokage) put me at a loss because i performed his ultimate which as we know is the reaper death seal and I got a little bit excited when the cut scene played but after that and my opponent recovering immediately and performing his own ultimate (masked man = tailed beast ball) my excitement quickly died down. It pointed out how balanced all the jutsu’s and characters in the game were made (ie Nagato’s shinra tensei has the same damage as Pt1 sasuke’s chidori). In the anime the reaper death seal is one of the strongest jutsu’s in the series resulting in instant incapacitation or loss of function of a body part but in the game you could survive up to 3 of them and come out the other end unscathed. I suggest that jutsu’s like these need their proper power scaling to keep true to the spirit of the anime but ways to escape them need to be implemented (no NOT tapping or rolling the joystick!). For example for reaper death seal I would suggest a base consequence of this action ie loss of arm function together with ability to escape the technique with the aid of quick time events and if the opponent does not fulfil the requirement of the quick time event properly the consequences of incapacitation should be incurred true to anime story originally. Consequences to the caster should put in however to avoid spamming of such massively powerful techniques as reaper death seal (ie incapacitation of caster).
Addition of anime confirmed ultimates and reconfiguration of the jutsu combos can also be helpful ie Nagato ultimate attack in the manga is Chibaku tensei and the charcter’s current ultimate attack does not show the progress of the anime.
Customizable ninja
A ninja can be created and is allowed to learn a maximum of 3 affinities as he fights more and more battles, this can be an interesting (very fun) area that could be looked into
My email is below incase you want to use me for future development of your game;
How good is my suggestion for you?? make sure you rate it and if you want to know where to suggest from go on:
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