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Post by Sefirosu on Nov 22, 2015 21:06:06 GMT -6
Why don't you guys start talking about what you're excited to see in 3.0, or what you hope will be added in. We need some life in the forums!
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Post by Kurei Hiitaka on Nov 23, 2015 12:53:46 GMT -6
No kidding at the life statement lol. Deader than a zombie...though they're not fully dead I guess.
--Excited to see the clan balances, jutsu restructuring for sure. Specifically the effect on "low tier" clans like Aburame, Akimichi, and Senju (Hilarious how all three that automatically come to mind are leaf clans 0.o)
--Curious about whether or not we will be able to choose any clan in any village, population disparity in each village is mostly because a large portion of clans are in three villages (Leaf, Mist, Sound).
--Also curious about Non-clan stuff, can't wait to see it all.
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Post by Revenge on Nov 23, 2015 14:54:05 GMT -6
I hope to see new hidden stuff, and pretty much excited about the new clan balances. Not to mention the big ass map, cant wait to explore lol
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Post by Sefirosu on Nov 23, 2015 19:01:36 GMT -6
I'm proud to say that we've finished working out a few clans, and came up with several new systems to help balance out a few things. Sorry, Uchiha punks, but you're reign is soon to be over :} Revenge, there's going to be a lot of nice hidden gems, I can't wait until it's all coded in and worked out. As far as Non Clan, I assure you, Kurei, there's going to be a lot to offer, specifically the feel of really creating your own character and getting the best out of what you put in. Here are some changes we're adding:
Players will start at level 1, as usual, BUT HP and Chakra will be maxed out from the beginning. There will no longer be any HP and Chakra growing with leveling. We figured logically, you have the same life when you are born as you do when you're older, and your chakra reserve never naturally grows. This will help prevent players from killing low leveled players in the beginning of the game. Leveling will now have 2 methods, log training and killing players / NPC. Log training will provide a constant leveling speed, but it's going to be slow. Trust me, it's going to be slooow. Whereas killing other players and NPC will be faster, but you're gonna have to work for those levels. My recommendation is using the log to level up in the beginning, and once your jutsu list starts to grow and you start using powerful attacks, you should move on to NPC. Furthermore, the level cap is being lowered to level 100, rather than it being 10k. Also, rather than 3 stat points per level, a player will now go back to getting 5 per level. Players will also be able to choose their elements, and the level caps for ranks are being removed. Also, Tokubetsu Jounin is being added into the game as a rank.
THROWING WEAPONS AND SWORDS ARE NOW STATIC DAMAGE. I repeat, throwing weapons and swords are now static. Which means no matter what you do with throw training and sword training, your damage will always be the same. However, sword and throw training are not useless. Rather than increase damage, they're meant to increase accuracy and critical striking. I wont go into details, but training your throwing and sword will be worth it. Also, swords will degrade overtime.
We are removing the speed stat. Since sword damage is being made static, speed is almost obsolete, aside from its function to increase your dodge percentage. SO, I've linked dodge percentage to Taijutsu. Having studied Rock Lee for his taijutsu, I've logically put together that the better your taijutsu is, the easier it is for you to dodge the opponent. The dodge mechanic will remain relatively the same. On a similar note, I'm thinking of changing genjutsu so that if your genjutsu stat is higher than the opponent, it'll be a success, if it's lower, the opponent may either reverse the genjutsu or reject it. I will have to do more research on that.
I'm also going to make it so that when you die in the game, you wont respawn in the hospital for 5 seconds, and I'm lowering the time a body stays on the map to 3 seconds. You'll see why this system is being added in when I start releasing information on each clans.
For those that may have forgotten, the map is being changed, both in icons and size. The current map is 600x600, while the new map is going to be 999x999. Furthermore, the map has been redesigned to be 100% accurate to the real Naruto Map, and Quattro is tasked to make new village icons to look more accurate to the manga.
I'm sorry to burst your bubble, Kurei, but actual clans will remain in their respective village, IE Uchiha in Leaf, Kaguya in Mist. But Non Clans are mostly not limited to villages. For example, if a Non Clan from Hidden Sound wants to follow the ways of Jashin, he may do so if he can find the cult. If a Non Clan from Hidden Mist wants to be a puppeteer, he may do so if he can be accepted as a student by a Puppet Master.
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Post by Tidus on Nov 24, 2015 17:03:18 GMT -6
Sounds like you all have put a lot of thought into this. Great work Sefi(and of course those who were involved with the project). Overall from what I read I'd only personally have about two changes that I disagree with the logic behind. Starting off with maximum HP isn't logical, as well as chakra. An infant isn't as durable as an adult, just like a pre-teen isn't as strong as an adult. With that being said they shouldn't have the same amount of durability(HP), though the latter reason to prevent low level killing does make up for it. As for the chakra aspect. Plenty of characters have shown increased chakra levels through nothing more than off screen training(Shikamaru, Gaara, Kakashi, Sakura). Which would also debunk the starting out with max chakra logic. Moving on to the next thing I noticed. Being allowed to pick your own element in my opinion removes the fun of RNG. By allowing players to choose which elements they can obtain, they'll just flock to whatever the meta is, Or which ever element can make their tactics as overpowering as possible(Riku will forever gen + Kirin now buwhaha). Call me old fashion, but I think the RNG we had was fine. Anyway Im looking forward to seeing the rest of the changes made. ??
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Post by Sefirosu on Nov 24, 2015 17:11:24 GMT -6
Part of the reason we're wanting to allow players to choose their elements is because there's going to be a new system in place for non clans regarding their elements. And this new system can be mixed with the whole clan selection as a non clan. I won't go into detail about it, but I would look into the new characters introduced in Boruto. As far as the chakra and hp, I think we're settled on the idea, mainly because it'll make killing low levels a bit harder, but also because of the caps for ranks being removed. A level 60 genin fighting a level 12 genin won't be such a drastic difference any more, except that their jutsu will hit a little harder than the lower level. Same for chakra, I think in the series, the younger you were, the less experienced you were with chakra control, not necessarily the reserve of chakra you had. Since we have a point system that makes your jutsu stronger, that makes up for the idea that the older you are, the better your jutsu are
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Post by Sefirosu on Nov 24, 2015 17:12:16 GMT -6
I should note that the amount of elements you will naturally be able to have is 2, but there will be ways to increase that number
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Post by Zezu Sarutobi on Nov 24, 2015 17:32:42 GMT -6
can hp be a bit higher, like to 200-300k max cuz pvp is so short , i know about 5 combos dat can do 130k+
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Post by Sefirosu on Nov 24, 2015 17:46:06 GMT -6
Damages won't be the same
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Post by Tidus on Nov 24, 2015 18:29:18 GMT -6
Health and chakra bars please
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Post by Sefirosu on Nov 24, 2015 18:29:54 GMT -6
Lmao maybe ;}
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Post by Kurei Hiitaka on Nov 24, 2015 20:04:42 GMT -6
I'm actually okay with the village locked clans, if Non-clan is as good as it's sounding, since Non-clans can potentially contribute to a village's variety. Also I'd imagine villages themselves are getting some fun secret add-ons.
The changes to leveling and health/chakra sound amazing. Hopefully this keeps things from going whacky after a few updates past 3.0. With sword damage/throwing damage being static, though, it makes me wonder if we're getting some kind of tool/weapon upgrading system...lol.
On the topic of RNG Tidus brought up. I did kind of like the elements the way they were for SOME clans; maybe make only your first element choosable and leave the other two RNG as a form of compromise?
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Post by Zezu Sarutobi on Nov 24, 2015 20:43:16 GMT -6
soo.. if i make a non clan misty i can still get the profession temari?
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Post by Sefirosu on Nov 24, 2015 21:48:53 GMT -6
Kind of not really, it's not really a profession, but more on that later when I post the complete list of changes
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Post by Tidus on Nov 25, 2015 8:21:39 GMT -6
Speaking of leveling. NPCs don't all give the same amount of EXP right? Like I won't gain 100 XP for killing a wolf, then gain the same for killing Kyuubi Naruto right? Also what about killing summonings? Do we gain for killing an enemy summoning creature?
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Post by Sefirosu on Nov 25, 2015 9:23:12 GMT -6
I have created a "NPC Category" for EXP
LOG TRAINING: 1 exp point every 3 seconds
NPC - EXP GAIN Wolves - 1 Rogue -10 Canon NPC - 20 Akatsuki NPC - 50 Madara - 100 Bijuu - 1000 Player - 100
**** If a player needs 1 exp to level up and they kill a bijuu, they will only get 1 exp
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Post by Sefirosu on Nov 25, 2015 9:24:50 GMT -6
Note: The EXP needed cap is not 10k, it's 1k
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Post by Kurei Hiitaka on Nov 25, 2015 11:26:17 GMT -6
Seems like a fair gauge then, if the max TNL is being cut to 1/10th it's normal size. I'm guessing PvP exp has far too many factors to make a simple category though, such as the level of the player, level of the victim, rank, etc etc.
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Post by Sefirosu on Nov 25, 2015 11:38:08 GMT -6
Well, the exp gained from killing a player can be broken down to something like
Academy student - 1 exp Genin - 10 exp Chuunin - 25 exp Tokubetsu jounin - 50 exp Jounin - 75 exp Kage 100 exp
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Post by Zezu Sarutobi on Nov 25, 2015 13:35:31 GMT -6
so ranks will be extra ?
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