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Feral Shade
Profile
Nickname:
Feral Shade
User Group:
User
Statistics:
Topics 3 |Posts 35
ACTIVITY
Registered:
2017-07-24 19:56:08
Last Login:
2018-05-14 04:50:24
Last Post:
2018-04-26 04:28:57
Topics
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TITLE
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REPLIES/VIEWS
LAST POST
[Suggestions]
modify the rewards for top3 people in swb
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I support the Winner's bracket idea. It works well from my experience I used to play a football-management game called Goal Nation, that had a similar concept to Arena/Bonds here. It was divided into 2 month seasons, at the start of which you'd be initially placed into a random "league". Twice a week you'd compete against 1 of the other 16 players in the league. At the end of a season, the top 5 performers would be transferred to a higher tier league and the bottom 5 performers would be transferred to a lower tier league. Higher tiered leagues offered better prizes for being promoted at the end of a season--usually rare upgrade items and coins. With the high volume of players, this made the leagues extremely balanced. It had it's drawbacks as all approaches do. If you were a terrible player and most of your league quit the game or was inactive, you'd often win and be promoted, even if you weren't ready for the next tier up. Likewise, if a league was really packed with strong pay players and you narrowly lost every match, you'd be demoted and completely wipe out the lower tier. Despite this though, it largely worked. I often toyed with the idea that this could work for our servers...but i think Naruto players place a great deal of value in the comraderie with the other players there and within their groups--too much to want to work amongst all new players every 2 months But I do think it's a workable option for Sage World. The whole point of it is fair competition. If you're out for easy wins, then you've lost perspective, and maybe you should do a bit of self-reflecting about why you play games with others--cause preying on the weak isn't a meaningful way to sustain fun or achieve happiness--just my opinion. If you're strong player, you should be challenged by other strong players...If you're a weak player, the only way to improve is by testing your team against other weak players, so you can truly see what does and doesn't work for you. A promotion/demotion system is among the best ways to ensure everything remains fair I think. It can't be exploited by alts or level-freezing whales. Further there a remains an incentive to go to stronger brackets...since the higher brackets would offer better prizes. A level -freezer would have to ask if sandbagging or otherwise camping at a lower bracket would be profitable in helping them progress
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Bugs & Support
63
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16741
dddds2
2018-03-15 17:36:15
[Events]
Events - 1st March
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John's right. The game's integrity suffers if only the pretty bells and whistles are released. It becomes smoother and less confusing for players and devs alike if the focus is placed on stability and the implementation of previously-announced features. For example, I'd rather have a seamless transition to HTML 5 and some server hardware upgrades to prevent the frequent lag/disconnects than get a new ninja. If they dropped all the updates and focused on dramatically restructuring and reducing the number of servers, I'd be SO happy. A lot of times the boring essentials are more important than the fun bits--otherwise this game will die real quick...and the devs get blamed for being negligent. I mean, if making the dead look nice is your interest, that's fine, but maybe you should be playing a game about morticians rather than shinobi We aren't going to catch up with China--not only are there logistic barriers, but the game and players HAVE to be granted the time to adjust. They've had that over there--and it's what's allowed the game to remain popular with those players--and likewise, for the game to continue to exist for us. Pacing is important. We all suffer if/when too much is thrown at us too quickly.
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News
104
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70653
P0ckieNinja101
2018-03-06 21:02:28
[Player Guide]
Secondary Stats [Substats] Discussion
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ICE*, thanks for the guide...it helped me refine my strategy a little. Although Scarlett discussed the varying relevance of Damage Reduction and the Pen3trations, I'm trying to get a handle on the un-discussed stats' relative priority. More specifically, where on the scale of importance, would you place Life Recovery? (i'm guessing just beneath Combo, but the 'ideal' keeps fluctuating, hehe) Also, you advised us not to neglect our primary stat development....but with consideration to the limited availability of secondary stat boosting options...given the opportunity and generally speaking... should we prioritize Initiative, Critical, and Injury above primary stats?
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Strategy
28
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36572
UchichaRakiri
2018-05-26 12:59:26
[Events]
Events - 1st March
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For the schedule of events and releases, I just kind of roll with it...you guys have a plan, and I respect that. There's probably a lot of considerations that go on behind the scenes that I'm not privy to. But I think some attention should be given to the themes. For example, this event cycle kicks off March, and includes "Summer Memories". Well March is also when Spring starts...wouldn't "Winter Memories" be a more fitting theme? :)
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News
104
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70653
P0ckieNinja101
2018-03-06 21:02:28
have we ever got an offical explaintion on missiing ninjas?
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2 thoughts: 1) I totally agree that more unique ninja should be added, since there really are dozens (maybe hundreds) of them in the franchise that aren't here yet--most of them kinda terrible in combat, but a welcome and fun addition all the same (and a Naruto game that's labelled OFFICIAL should have access to every Naruto character that's ever been in any licensed media--game, manga, movies, etc)--and besides, by only adding stronger and stronger ninja from the series and you eventually hit a wall: a ninja with 2 million base initiaitive, an immunity to debuffs and to immunity suppression with a 0 chakra mystery that's a guaranteed hit and has no battlefield cooldown that kills every ninja in the field without the possibility of reviving. But I get that Oasis isn't the only company involved. A lot of what you do is translate existing content to suit the language and playing styles of western countries.So, I was wondering, if we have a suggestion that goes beyond what Oasis can implement, like replacing core game mechanics or changing its engine, to whom and how would we make that suggestion? 2) I like the idea of additional versions, but having them being separate ninja seems incredibly tedious, and somewhat confusing in the long run. Right now, if you have 100+ ninja, scrolling through all the different versions can be a headache. However, conversely, the ninja upgrade system is also so basic that it's often very ungratifying when a ninja's stars go up, only to offer a 5% stat increase. So I propose this: merge the two. You've already done this with several characters--giving them a different appearance and changing a skill slightly after an upgrade (eg, gaara, kushina, naruto, kimimaru). I think it should be taken further though. With a few rare exceptions, the story in the anime/manga has a very linear progression, as does its character development, so I think you can safely have a different star represent a very different version (when applicable for that character). For example, 3 star Sasuke could be susano'o, 4 star could be the one from the end of the series, 5 star could be the one from Boruto ("yeah, but I spent months pulling in the treasure to get susano'o Sasuke, how's that fair that others get him free"). I hate to say it, but the reality is, with any substantial change comes substantial sacrifice. Before a new building is constructed, what was there before must be cleared away. Perhaps the upgrade system can be changed to have more stars, or get them by some way other than ninja fragments? Further, in the Transform section, you already implemented the ability to transform the main's appearance to reflect a lower-star version of a ninja. So, I imagine, if there are those that prefer using a earlier version of a ninja in their lineup, that that same feature could be slightly modified to work here too.
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General Discussion
28
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10194
Jiburiru
2018-03-15 20:38:08
[PVP]
Arena Matchmaking (Also I'm sorry Random LM)
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The Arena really is a big jumbled mess the way it is. I personally don't test ninja there, but I can understand their need: Players that are trying to build a decent team are going to try to use the best ninja they can...and they need solid teams to compete against to really tell if their tactics are viable. but then you have the mission-players: making teams with very focused criteria, and very limited ninja that can fulfill that criteria and still be at least halfway decent as a lineup. Everyday for months I send my main out solo 10-20 times to give my fellow mission-players a break. They're profoundly grateful...meanwhile the testers are generally shocked (and sometimes angry or derisive)--which at first makes me feel upset because i'm just trying to help (and there aren't many of us that are), but now i feel like we're just bunched together when we really shouldn't be. (btw, I don't feel sympathetic at all to the plights of Training players that throw everything they have at others just because they have nothing better to do. Picking on people because you're bored is just desp|cable--there's no justification for that!)
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General Discussion
18
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9275
Feral Shade
2018-03-01 00:20:22
[Suggestions]
modify the rewards for top3 people in swb
"
First, addressing the OP's concern: I think level-freezing has the side benefit of making advanced Refine Runes more accessible--I don't think it's the main incentive. I doubt swapping out rewards will reduce the number of level-freezers. Edit: After reviewing the other comments, I realize now that, while my perspective is valid and relevant, It misses the main intention of the topic--the improvement of a flawed event. So I'd like to suggest that (as some others have) to make it power-based, but there are a couple things I'd like to add: 1) I think it should be modified to compensate for rare event ninja too. A 60k player with only starter ninja cannot win against a 50k player with edo deidara, susanoo itachi and shark kisame. 2) A player can't change their level much in the 5-10 minutes between registration and starting the event--but they can easily change their power and ninja. Therefore, I think that a player's power and ninja should be "locked in" during registration--much like the Matsuri--and the calculation for field selection be based on that. Secondly, and more importantly... I disagree with the underlying motivation of this issue. Level-freezing isn't an unfair exploitation, it's a solution to the larger issue of whales creating a gap between pay and free players that renders the latter's gaming experience, an impossible struggle to not be the former's constant victims. Level-freezing makes the game playable for everyone. If you remove, or discourage, this approach to playing, you then make this game less playable, and dimini*s lifespan further. Additionally, I see all too often players that recklessly level too quickly without regard to the consequences. I've had level 70-75 players with 30k power whine about losing all the time in pvp events and approach me asking me for advice. It's hard to tell them, that they made a mistake and it's too late to fix it, but it's the truth. It's also the reality for most games. You can't just dive in to really difficult areas of a game before you're ready and expect to succeed. Level-freezing is a timeless, smart technique to give yourself the time you need to prepare. In fact, I whole-heartedly think level-freezing should be encouraged. It takes a considerable amount of discipline, patience and strategy. For example, daily rewards (or perhaps the Jonin medal benefits) should provide the option of getting experience or coins, to make freezing more effective.
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Bugs & Support
63
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16741
dddds2
2018-03-15 17:36:15
Finally after all my complaining I get lucky
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I think the S tool reward rate changes after the first one: I have 2 accounts...both forged at the same time everyday...the first account forges twice...the second account forges once. As expected, the first account gets their first S tool after 15 days (30 forges)also as expected, about 2 weeks later, the 2nd account gets their first S tool (again 30 forges) however, if the 30-forge thing were a constant, then the 1st account would gotten their 2nd S tool on the same day time that 2nd account got their first S tool (since the first account would have 60 forges by that time) however, after a week of waiting (about 15 forges later)..the 1st account still hasn't gotten their 2nd S tool maybe it's 30 forges for the 1st S tool...and a higher number (or chance) for additional S tools?
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General Discussion
16
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3555
IamAscrub
2018-02-25 00:27:35
[Events]
Incredible luck in lucky *
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I think RNG does favor low activity players (that would explain why it also targets low-powered players---both don't have much recent time logged in) I've seen barely-active alts have more luck on my server than their mains. I personally spend more time in the day logged in than offline, and, after a year of playing (f2p), 0 luck in the events--not 1 ninja. I have a low-spending alt (about 500 ingots a week) that's been playing for about 5 months...but because she's also highly active, she never has any luck either, (and no longer low-powered to boot). I understand their strategy...but not their endgame. In a game, you want to encourage new players to flourish in a way that doesn't allow the gap with the seasoned players to be widened via exploitation. However, it's ineffective if a significant number of the seasoned players miss that Luck Bandwagon. I'm not suggesting everyone get the same ninja or items in equal distribution. Oasis has clearly established their business model in such way that the Chinese counterpart wouldn't be viable. So it wouldn't work here functionally or financially. I am suggesting though that they're dismissing the importance of loyalty in sustaining a player base. So don't give us the carrot...but do give us something gratifying with more appreciable long-term potential that suits our particular level of playing---like a better-fitting saddle or something. (sorry, if i knew more about horses that metaphor would've been so much better XD)
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General Discussion
41
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17192
Garv
2018-02-25 10:46:58
[Events]
"Great Success"
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i see, thanks for clarifying...that's probably for the best anyway....hopefully Lee [Gates of Joy] is better than the Guy version Update: you guys were right...after Lee was added, the 10 frags I was awarded for Valentines were there.
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General Discussion
20
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10137
Feral Shade
2018-02-23 02:54:47
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