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Post by #Chair Force on Nov 24, 2014 21:49:24 GMT -6
As Sefirosu has taking over the reigns of NTFB, he is looking to revamp the game. One of the methods in doing so, he is hoping to making training more fun and interactive. Please post under this topic all ideas and methods that can increase your interest into the game. And remember guys, there is no stupid idea unless it is stupid.
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Post by CoolStoryBro on Nov 24, 2014 21:50:46 GMT -6
#BringBackOldTraining
This didn't just give you a Sword skill stat or Throwing skill stat, but a whole new play style as they grew their stats different. I feel like it'd improve that much more with stamina being per level now.
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akikoe
Ninja Academy Student
Posts: 2
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Post by akikoe on Nov 24, 2014 21:56:37 GMT -6
I'm thinking about the bunch of npcs outside the villages. you could give them different exp values. for special npcs, you can make them give special items/skills. also making more quests, and giving them a certain chance to give special items/more money.
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Post by Kurei Hiitaka on Nov 25, 2014 0:17:06 GMT -6
*Cracks knuckles* Lol, I've got a pretty big suggestion in store, then. Basically, I'd prefer to see options in leveling, to suit people's different approaches to playing the game and what feels best for them as far as training goes.
Dojo Safe Zone: Each village's logs would be moved into a Dojo safe zone for basic ninja training, this building would be utilized by all players up to the Genin cap, allowing for people to build some power up and practice Jutsu without worry of death or village betrayal. Unlike an actual safe zone, Jutsu can still be used, but player's HP and Chakra cannot be depleted. The players can remain in this building until they actually pass the Chuunin exams (For safe CC training and such as well). This is the only instance of a forced leveling path; but this also keeps Kages from needing to worry about defending weaker villagers, and can focus on doing...whatever the hell a Kage actually does. After level 1,000 the player can participate in any the following leveling styles:
Standard Log Training: Basically, the same as what we have currently. You don't have to move, fight, or anything -- just hit logs. The training should maintain the same pace as it does currently, however unlike the Dojo, players are -not- safe at the outdoor logs.
Village Raiding: Official raids declared by a kage or org leader would reward the players who participate with exp and money based on the number of points earned during said raid. The village/org earns points based on the Rank of the opponents they massacre.
Chuunin/E or D Criminals are worth 2 points Jounin/B or C Criminals are worth 4 points ANBU/ROOT/7SM/SO/A Criminals are worth 6 points Sannin/Kage/S Criminals are worth 8 points
Raids last a total of 30 minutes once declared, and the winning village(s) will have their people rewarded with the earned exp and money. The beauty of it all is, you can declare multiple raids at once. This means if Akatsuki is feeling confident enough, they could send two members to each village and raid all five great nations at once, for example. Even better is if you manage to win all of your raids.
Some additional stuff for Raids: --Kage can appoint roles to village members during Raids. ----Defenders: Take 10% less damage while within your village's walls. ----Attackers: Deal 15% more damage to villagers from the village you are raiding. ----Supportive: Healing, Nara, and any type of Gen jutsus cost 10% less chakra.
Benefits to the above is that this means everyone can help in some way, whether it is tactically applying defenders/supporters to keep people in the village from dying, or having a good group of skilled attackers to launch a counter attack. There should be a limit to how many of each role can be applied, but I haven't worked that out in my head yet lol. Maybe 8 defenders, 5 supportives, and 3 attackers to keep it somewhat balanced.
May also want to limit how often a village can be (officially) raided, like if they've recently lost a raid they get a small duration of non-raiding time. Exp and money should scale well with the points; if a village is earning 100+ points a raid somehow then everyone should be growing -a lot- from that raid lol.
NPCs: Have various levels of NPC's scattered throughout the world, maybe make some special ones for really high levels to fight. The AI should be a bit more challenging than currently, rather than relying on numbers to overwhelm you. I'd say a single kill should give no more than 1% of a level within the level range of the NPC's if this was done, to keep it more or less on par with log training, but have it be more fun. Have the NPC's actually use some good jutsu, maybe give them clans/etc so they're someting of an actual practice method for players who are still iffy in pvp.
Standard PvP: Outside of raids, defeating a player should award either straight up levels or a good chunk of exp based on the victim's level. This would encourage more pvping, and hopefully keep people alive and active over just sitting at stumps. Especially people who actually prefer fighting each other over and over. To curb any potential exploits, there should also be a limit on level difference to earn exp (Such as maybe the victim has to be within 200~300 levels higher or lower than the aggressor for exp to be earned).
Sparring Ground: Something that should be in all villages and organization bases. Basically, this is an area where you fight each other, but your hp cannot go below 1. However, when your hp is @ 1, it will prompt you with a message that "You are too tired and should go have a bowl of ramen before continuing!". The player should also be ejected from the middle of the sparring grounds and into the non-attackable sidelines to make SURE they go get some ramen lol. Basically, every time you land a hit or use a jutsu you would get a little bit of exp -- Not as much as you would from log training, but enough to be somewhat viable as a training method for those who want to practice pvping.
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Post by Iruna Nakara on Nov 25, 2014 10:27:05 GMT -6
I personally think the idea above is pure genius to be honest
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uwotm8
Ninja Academy Student
Posts: 27
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Post by uwotm8 on Nov 27, 2014 10:29:27 GMT -6
*Cracks knuckles* Lol, I've got a pretty big suggestion in store, then. Basically, I'd prefer to see options in leveling, to suit people's different approaches to playing the game and what feels best for them as far as training goes. Dojo Safe Zone: Each village's logs would be moved into a Dojo safe zone for basic ninja training, this building would be utilized by all players up to the Genin cap, allowing for people to build some power up and practice Jutsu without worry of death or village betrayal. Unlike an actual safe zone, Jutsu can still be used, but player's HP and Chakra cannot be depleted. The players can remain in this building until they actually pass the Chuunin exams (For safe CC training and such as well). This is the only instance of a forced leveling path; but this also keeps Kages from needing to worry about defending weaker villagers, and can focus on doing...whatever the hell a Kage actually does. After level 1,000 the player can participate in any the following leveling styles: Standard Log Training: Basically, the same as what we have currently. You don't have to move, fight, or anything -- just hit logs. The training should maintain the same pace as it does currently, however unlike the Dojo, players are -not- safe at the outdoor logs. Village Raiding: Official raids declared by a kage or org leader would reward the players who participate with exp and money based on the number of points earned during said raid. The village/org earns points based on the Rank of the opponents they massacre. Chuunin/E or D Criminals are worth 2 points Jounin/B or C Criminals are worth 4 points ANBU/ROOT/7SM/SO/A Criminals are worth 6 points Sannin/Kage/S Criminals are worth 8 points Raids last a total of 30 minutes once declared, and the winning village(s) will have their people rewarded with the earned exp and money. The beauty of it all is, you can declare multiple raids at once. This means if Akatsuki is feeling confident enough, they could send two members to each village and raid all five great nations at once, for example. Even better is if you manage to win all of your raids. Some additional stuff for Raids: --Kage can appoint roles to village members during Raids. ----Defenders: Take 10% less damage while within your village's walls. ----Attackers: Deal 15% more damage to villagers from the village you are raiding. ----Supportive: Healing, Nara, and any type of Gen jutsus cost 10% less chakra. Benefits to the above is that this means everyone can help in some way, whether it is tactically applying defenders/supporters to keep people in the village from dying, or having a good group of skilled attackers to launch a counter attack. There should be a limit to how many of each role can be applied, but I haven't worked that out in my head yet lol. Maybe 8 defenders, 5 supportives, and 3 attackers to keep it somewhat balanced. May also want to limit how often a village can be (officially) raided, like if they've recently lost a raid they get a small duration of non-raiding time. Exp and money should scale well with the points; if a village is earning 100+ points a raid somehow then everyone should be growing -a lot- from that raid lol. NPCs: Have various levels of NPC's scattered throughout the world, maybe make some special ones for really high levels to fight. The AI should be a bit more challenging than currently, rather than relying on numbers to overwhelm you. I'd say a single kill should give no more than 1% of a level within the level range of the NPC's if this was done, to keep it more or less on par with log training, but have it be more fun. Have the NPC's actually use some good jutsu, maybe give them clans/etc so they're someting of an actual practice method for players who are still iffy in pvp. Standard PvP: Outside of raids, defeating a player should award either straight up levels or a good chunk of exp based on the victim's level. This would encourage more pvping, and hopefully keep people alive and active over just sitting at stumps. Especially people who actually prefer fighting each other over and over. To curb any potential exploits, there should also be a limit on level difference to earn exp (Such as maybe the victim has to be within 200~300 levels higher or lower than the aggressor for exp to be earned). Sparring Ground: Something that should be in all villages and organization bases. Basically, this is an area where you fight each other, but your hp cannot go below 1. However, when your hp is @ 1, it will prompt you with a message that "You are too tired and should go have a bowl of ramen before continuing!". The player should also be ejected from the middle of the sparring grounds and into the non-attackable sidelines to make SURE they go get some ramen lol. Basically, every time you land a hit or use a jutsu you would get a little bit of exp -- Not as much as you would from log training, but enough to be somewhat viable as a training method for those who want to practice pvping. This is pretty fantastic. I personally think any form of training that is meant to encourage PvP should give at least 90% of the amount of exp training at the logs gives you, to make sure that people are actually active and actually do stuff instead of just hitting logs all day, but the rest is perfectly fine. Is it safe to assume that in all of those, using throwing weapons or slashing someone would reward you with an appropriate amount of Throw/Sword Skill? you should definitely do all of those, Sefi. lol
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Post by #Chair Force on Nov 27, 2014 12:03:30 GMT -6
Only hole I saw in this was the fact that you are having attackers doing 5% damage. What is the purpose of having 10% damage decreased if you're being attacked for 15% more damage? Kind of redundant. It's easier to defend than to attack. But even so there is no goal except to kill. Would just be more reasonable to have an all out fight. Most logical thing is to have to protect your Kage.
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Post by Kurei Hiitaka on Nov 27, 2014 14:49:47 GMT -6
Hm, yeah. A lot of the extra stuff was interesting things I've heard other people come up with.
Maybe just have the Defender/Supporter ones, again to let everyone participate not just the lv3.5~6k peeps who have just enough power and good enough jutsu to win fights easily. XD
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Kazuki
ROOT
An Eye for an Eye.. A Tooth for a Tooth... and Evil for Evil. Burn to Ashes
Posts: 600
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Post by Kazuki on Nov 30, 2014 19:28:27 GMT -6
How about making it so that Jutsu Uses play a bigger role in PvP. Like you'll need Jutsu Uses to make the jutsus more useable. Lets say you learn Water Dragon and you use it for the first time, your hand seals would take long ass hell to execute the jutsu. But with more uses the execution would be easy as cake. - Example: 15 Uses would make it easier to use compared to using your first time. 30 Uses would make it as easy to use as it is now in the current system.
The more uses you have the easier it'll be to use the jutsu. But not every jutsu would have the same uses requirement nor will they have a ridiculously high number of required uses. Btw this suggestion is mostly aimed at Elemental Jutsus. This will take some time away from standing behind a log to actually practice and master your jutsu's for combat.
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Kazuki
ROOT
An Eye for an Eye.. A Tooth for a Tooth... and Evil for Evil. Burn to Ashes
Posts: 600
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Post by Kazuki on Nov 30, 2014 20:07:37 GMT -6
Chuunin/E or D Criminals are worth 2 points Jounin/B or C Criminals are worth 4 points ANBU/ROOT/7SM/SO/A Criminals are worth 6 points Sannin/Kage/S Criminals are worth 8 points That actually sounds like it could be a good war system. A Kage could declare war that (last 20 minutes) on another village and ninjas from both villages join via NPC which teleports you a giant map. Every death depending on Ranks would give the other village certain points( As written above by Kurei). This would call for more tactical fighting and the need for healers in villages.
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Post by Ballineveryday on Dec 1, 2014 1:58:42 GMT -6
^good idea....anything that involves for pvp is for the better
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uwotm8
Ninja Academy Student
Posts: 27
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Post by uwotm8 on Dec 20, 2014 6:35:46 GMT -6
Bumping this because I think the idea Kureii posted here is by far the best out of all the suggestions on this forum and would improve the game the most.
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Post by infinitevoid92 on Jan 7, 2015 1:36:07 GMT -6
*Cracks knuckles* Lol, I've got a pretty big suggestion in store, then. Basically, I'd prefer to see options in leveling, to suit people's different approaches to playing the game and what feels best for them as far as training goes. Dojo Safe Zone: Each village's logs would be moved into a Dojo safe zone for basic ninja training, this building would be utilized by all players up to the Genin cap, allowing for people to build some power up and practice Jutsu without worry of death or village betrayal. Unlike an actual safe zone, Jutsu can still be used, but player's HP and Chakra cannot be depleted. The players can remain in this building until they actually pass the Chuunin exams (For safe CC training and such as well). This is the only instance of a forced leveling path; but this also keeps Kages from needing to worry about defending weaker villagers, and can focus on doing...whatever the hell a Kage actually does. After level 1,000 the player can participate in any the following leveling styles: Standard Log Training: Basically, the same as what we have currently. You don't have to move, fight, or anything -- just hit logs. The training should maintain the same pace as it does currently, however unlike the Dojo, players are -not- safe at the outdoor logs. Village Raiding: Official raids declared by a kage or org leader would reward the players who participate with exp and money based on the number of points earned during said raid. The village/org earns points based on the Rank of the opponents they massacre. Chuunin/E or D Criminals are worth 2 points Jounin/B or C Criminals are worth 4 points ANBU/ROOT/7SM/SO/A Criminals are worth 6 points Sannin/Kage/S Criminals are worth 8 points Raids last a total of 30 minutes once declared, and the winning village(s) will have their people rewarded with the earned exp and money. The beauty of it all is, you can declare multiple raids at once. This means if Akatsuki is feeling confident enough, they could send two members to each village and raid all five great nations at once, for example. Even better is if you manage to win all of your raids. Some additional stuff for Raids: --Kage can appoint roles to village members during Raids. ----Defenders: Take 10% less damage while within your village's walls. ----Attackers: Deal 15% more damage to villagers from the village you are raiding. ----Supportive: Healing, Nara, and any type of Gen jutsus cost 10% less chakra. Benefits to the above is that this means everyone can help in some way, whether it is tactically applying defenders/supporters to keep people in the village from dying, or having a good group of skilled attackers to launch a counter attack. There should be a limit to how many of each role can be applied, but I haven't worked that out in my head yet lol. Maybe 8 defenders, 5 supportives, and 3 attackers to keep it somewhat balanced. May also want to limit how often a village can be (officially) raided, like if they've recently lost a raid they get a small duration of non-raiding time. Exp and money should scale well with the points; if a village is earning 100+ points a raid somehow then everyone should be growing -a lot- from that raid lol. NPCs: Have various levels of NPC's scattered throughout the world, maybe make some special ones for really high levels to fight. The AI should be a bit more challenging than currently, rather than relying on numbers to overwhelm you. I'd say a single kill should give no more than 1% of a level within the level range of the NPC's if this was done, to keep it more or less on par with log training, but have it be more fun. Have the NPC's actually use some good jutsu, maybe give them clans/etc so they're someting of an actual practice method for players who are still iffy in pvp. Standard PvP: Outside of raids, defeating a player should award either straight up levels or a good chunk of exp based on the victim's level. This would encourage more pvping, and hopefully keep people alive and active over just sitting at stumps. Especially people who actually prefer fighting each other over and over. To curb any potential exploits, there should also be a limit on level difference to earn exp (Such as maybe the victim has to be within 200~300 levels higher or lower than the aggressor for exp to be earned). Sparring Ground: Something that should be in all villages and organization bases. Basically, this is an area where you fight each other, but your hp cannot go below 1. However, when your hp is @ 1, it will prompt you with a message that "You are too tired and should go have a bowl of ramen before continuing!". The player should also be ejected from the middle of the sparring grounds and into the non-attackable sidelines to make SURE they go get some ramen lol. Basically, every time you land a hit or use a jutsu you would get a little bit of exp -- Not as much as you would from log training, but enough to be somewhat viable as a training method for those who want to practice pvping. This is just... You have my approval.
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Post by Kurei Hiitaka on Jan 7, 2015 7:25:44 GMT -6
Thanks lol. I still wanted to edit that bit about supporters/attackers/defenders, after considering another topic I made concerning village levels and passives every 2~3 village levels. Basically instead of making it something they assign players specifically, make it a passive of sorts that is purchasable.
Also wanted to add a bit about sword training and throw training since I noticed I focused mostly on Jutsu mastering and standard leveling.
Sword/Throw Mastery Training: Three primary methods -- The current style (Slash/Throw at the corresponding stumps) being the slowest and most generic style. However, this style of training slows down around 1.5k in the specific weapon skill.
The second method ties into the 'Sparring Grounds' mentioned above; the Sparring Grounds provides Bamboo Swords and free Wooden Shuriken. Unlike normal swords and throwing weapons, these ones always do 0.5x SS/TS in damage. If you attack with/throw them during sparring you will gain 1.3x the damage inflicted in exp. Again, however, you will be prompted to eat some ramen to continue training if your HP levels are too low. This is set up to make the Sparring Grounds leveling style get progressively faster the stronger you become.
The third method is similar to the Sparring Grounds, however it ties into actual combat. Whenever you land a hit on an opponent with throwing weapons or swords, you gain TS/SS exp equivalent to 0.5x the damage you inflicted (Due to actual damage getting pretty high). Any special jutsu tied specifically to throwing weapons or swords, such as Assassinate, will also grant exp.
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uwotm8
Ninja Academy Student
Posts: 27
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Post by uwotm8 on Jan 7, 2015 7:50:10 GMT -6
i luv u kurei
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