Suggestions

Post your ideas or discuss ideas for any new skills or changes to skills for NarutoMUD!
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Kiir
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Suggestions

Post by Kiir »

Alrightie, since you're always complainin' about me not using the forums to suggest... These are just random things off the top of my head, maybe to give some form of idea that you (Gatz), may like, some I may even not really like/skeptical about but could add uniqueness to characters. There may even be some things you may be planning to put in, or is already in that I wasn't around for.

Taijutsu:
-- Some form of higherlevel Taijutsu, maybe 80-100, where it lowers the chance of your limbs being damaged
-- Genki is absolutely horrible considering the puny damage you do per round. Generally 1-2 extra damage per attack, up to maybe 10 damage extra per round. Should be buffed, maybe do the above, or apply a stamina reduction to Taijutsu abilities, or a % damage increase to them. Or, since it means "energy", maybe an increase in your maximum stamina.
-- Some form of ability, maybe tied in with Genki, that allows you to auto-attack multiple opponents at once. Maybe at a damage penalty to the 'extra' targets, maybe less attacks in the round. Or possibly give an ability that has an on-chance counter.
-- A skill that can specifically target limbs, doing lesser damage than abilities near or even lower than its level.
-- Maybe some form of disarm skill, or a skill that can stun, reducing/eliminating either auto-attacks, or skill usage (maybe increase the lag on the use of them, genjutsu ability could be viable for this toooooo)

Ninjutsu:
-- Mist: I think it would be neat if, when Mizu Bunshins die/are released, it creates some water in the area if there are none. That way, if you're in a pinch and you want to get a ninjutsu off, you can just release your clone to instantly create a water pool to draw from.
-- Regenerate, not sure if it does this or not, but maybe have it heal limb damage as well, costing extra Chakra when it does so.
-- Bunshins. Maybe they're based off of your percentage in them, but there should be some form of gradual limit to the amount you can have. Like, when you first get it you can only use one. 10 more levels in Ninjutsu, you can use two, 10 more, three, etc., etc.

Additional:
-- Some form of Ninjutsu/Genjutsu that 'suffocates' or poisons the target and causes them to take periodic damage for a short while (in any stat. Sabaki does this yes?) And maybe a temporary hit to ability stats.
-- A syphoning ability that drains a small amount of stamina or chakra from the target and gives it to you
-- Mixed abilities. Ninjutsu/Taijutsu, Genjutsu/Taijutsu, Ninjutsu/Genjutsu Like, say some skills that are a bit better than one-ability skills, but cost both Chakra and Stamina and require seals. Not sure how to do some of it, but like a flaming punch. Don't think you'll like/want something like this, but it could help to add to some variety to things. Maybe even have them require other skills to be learned (Like Dragon Punch and Hosenka), and/or cost more than one practice point. A genjutsu where if the opponent does something, like use a skill or try to flee, they cause an inferno to blaze or something. Could tie it in to your affinity thing you're talking about.
-- Maybe expand the combo skill or something similar to set up abilities to use in unison by yourself. Upping the cost and giving some form of bonus to them -- faster execution (IE, less round-lag than you'd normally get, or less time forming seals), more damage. Could use this in the idea of mixed abilities -- Dragon Fist + Hosenka = Shoryuken. I know you had a different combo system in mind before. I played with it before D:
-- Of course, ninja tools and such. Tie them in with the throw command until you can go more in-depth. Snag some shuriken or kunai that are better to throw than other items, or a smokebomb to help with an escape, flashbomb to temporarily blind your enemy..
-- Hiring mercenaries/help. Y'know, like if you don't want to use Bunshins, or want someone with weapons/armor to help you out on a mission. Costs a pretty Ryo, uses abilities on his/her own whim, may run out on you if you're losing or he/she is getting hit too much. Or overwhelmed by a bunch of mobs.. This would help detract from say, killing them to get any equipment they may have.


That's it.. for now..

Edit:
Also, what about added effects based on the element of Jutsu used? Like, fire could cause some minor, secondary periodic damage, water could reduce the effectiveness of a fire attack within the next X round(s), or slow them down a tad (small bit of lag), earth could cause limb damage, Sand could temporarily blind/lower accuracy/defense. But, realistically, I guess you just throw these 'effects' into skills that you feel would have them in some way.
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Gatz
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Re: Suggestions

Post by Gatz »

Suggestions is for website suggestions only. Moving this to Development.
Gatz Seijuro,
Owner of NarutoMUD
Kiir
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Re: Suggestions

Post by Kiir »

Oh, dur. That's what I get for posting it when up for 30 hours.

Edit: A few more.


Ryo is much more difficult compared to how it was awhile ago (Not being able to get Ryo from sacing), there is a bit of a lack of ways to get Ryo for early characters short of running deeper in the forest to kill some weak enemies that can take a while to kill, even when they start giving 0 exp. Combine that with the fact that the new "Training ground" area is 5 Ryo, whereas it was 2 Ryo before, it can be difficult for a newbie to get ahold of enough Ryo to train, practice, pay for services.. let alone buying a weapon or armor -- and god forbid dying and losing that precious Ryo and possibly being unable to retrieve your corpse. As for bonus Ryo, I've experienced it ticking at a rate of maybe 25-30%, so killing 4-5 for 1 Ryo. Mostly, I'm suggesting you lower the Ryo-load for the newbies in some way. Becaaaause

  • The "Hidden Forest", unless there's something new that no one talks about, or even knows about, the area to use after the Forest (Possibly Burnt Mansion, but the mobs take too long to kill to be worth it over rabbit/deer) is that "Hidden Forest". And it costs 5 Ryo to enter. Maybe make it 2 Ryo, it's less punishing and what it was to train before.
  • A newbie starting out doesn't really know his/her way around, and is bound to attack people that may kill them, or may unfairly relate (for instance) the mobs in Burnt Mansion compared to Rabbit/Deer and think they'll have similar health-levels, and then get into a fight that lasts beyond their stamina or health. Or, perhaps wandering out into the Bandit forest and dying, losing Ryo, and most likely any equipment.
  • A lantern is practically REQUIRED, even in the beginning, and the Teacher no longer gives out free ones. And, as it goes on, that's another Ryo-sink every so often, and can be several Ryo itself, and, like everything else, increasing in cost as time goes on.

Don't get me wrong, I understand your sac'ing changes, and the bonus ryo thing... And I understand that, especially in the beginning, you'll be tight for cash; but to nickel and dime Newbies/New Characters to death with requiring them to pay for practically everything they need to do. My possible suggestions for this is:

  • Increase the rate at which bonus ryo drops for characters under a certain level
  • Waive or reduce training/practicing costs for player under a certain level (Even 10 would be great, since the newbies would save 40+ Ryo, and give them more leeway to play with skills and see first-hand how ability scores effect stats). I believe this would be the best option..
  • Allow the teacher to give a free lantern to characters under a certain level. Probably throw a timer on it to prevent abuse, and/or make it unsellable. This one would help a lot.
  • Possibly waive certain death penalties on characters under a certain level. Experience, Ryo, maybe let them keep some of their equipment. How many are gonna know/think/afford to claim equipment?
  • Free corpse retrieval? Or reduced price for low level characters.
  • Throw in another area -ONLY- accessible to characters under a certain level (So highlevels just can't run through and farm, yepyep), in which the mobs are not too difficult (And maybe throw their levels between Burnt Mansion and Hidden Forest), in which have some form of money gathering. I'd say some form of items you can sell/trade in. This way, it's easier to set the cashflow, and the player will be limited by carry-limit and weight

I don't know, I just feel that the harshness should be lowered on Ryo. I'm all for difficulty, but when you're spending 30-60 to gather enough Ryo to train a statistic, practice a skill, and pay the entry fee back to the Hidden forest every level or two, it's just detracting and frustrating. =) That, and there is a fine-line when it comes to alienating potential players to stay, and you have to make a good first-impression. I would also like to comment on the bonus Ryo thing, I'm fighting the mob that gives me the best amount of experience:damage, and it has a very poor rate at which it procs the Ryo. In fact, I don't get any from it anymore, as opposed to going to the next up mob and getting one much more often in exchange for half the experience...


Now for actual, other things. Whoo wall of text. Sorry:

-- Most Jutsu do not take Chakra to start doing the seals for it (Souken Mizu, Kasui Mizu, even Mizu Bunshin for example), why does Custom Genjutsu cost chakra when you start the seals? Not really suggesting it be changed, but I'm wondering if it's intended to be this way. It can be annoying to accidentally type something and have that chakra lost x3

-- I find it unusual that you can often fall into a Stamina exhaustion, be it by fighting, training, moving, etc. Granted you can't by using skills, but, I've never seen a Chakra stun. Why is it using LSC that requires Chakra stops you before going negative when the Stamina ones (Or at least the occasional one) do? Just commenting =P

-- Contests, Immortal-run events. I'm not sure how common they are, but I'd love to see them. Even if it's just for some Ryo, bragging rights, a title, a piece of equipment... Honestly, this recent Genjutsu one has given me a goal and brought more interest in me to play again. It's also getting me to try and give feedback on Genjutsu, something I ordinarily was never interested in using/trying out. It's a great thing. But I'd also like to see ranges for these contests, so that a level 20 character doesn't have to compete with a level 100, and it'd be nice to a see a variety of them; I know you've done a lot with writing stories, coming up with names for skills, writing helpfiles... And it's nice and all, but getting some gameplay contests are good interest. Whether it be who can gain the most levels in a period of time, hit a certain level, kill a tough event-mob, gather the most ryo, find some hidden item in the world, arena contests...

-- Styles. You should add additional styles that are down the Ninjutsu/genjutsu tree, in which are for using said abilities. Reduced defensive/offensive capability, such as removing use of Taijutsu skills, limit auto-attacks, lower defense, lower dam/hitroll. Possible benefits may be increased seal speed, reduced Chakra cost, increased effectiveness, (with the below suggestion)Less chance for interruption.

-- Jutsu in combat. Maybe create another BattleAbility related to this, but have a chance with getting hit by auto-attacks and/or skills to test your concentration on using Jutsu, causing it to take longer, cost more Chakra, or diminished effects. Kinda like. "You fumble on a seal as you take a hit and are setback", "You have difficulty concentrating on molding your chakra".

-- I'd also like to point out/know why certain mobs that are a low level (Say, like, 10-15) and they're able to hit 2 or 3 times in a round. Granted they have always done this, even since the beginnings, but I feel they should have similar limitations on the amount of attacks per round as players do. I wouldn't mind if damage was increased for these mobs to keep damage output normal. It is a little annoying to sit there, fighting something that does one hit per round, and it's a close fight, but you think you can make it ... but then they pull out a round or three with 2+ hits.

-- The relationship thing, I don't remember/don't know what it affects, but if it doesn't give bonuses to combat when grouped with the person (Damage, hit, dodge, experience, Combo skill bonus), it should. =P

-- How about being able to use Levelup/Leveldown with a number syntax for that many at a time?

-- Ninjutsu ability: Some form of overload, kind of like Baikyuu Kesson for Jutsus, where it lets you beef up your Jutsu with more chakra to make it more powerful. Obviously more taxing on the Chakra, probably a 'bad' ratio to offset the better burst damage. It would be bad for longer fights where you'll do less damage:chakra, but good if you want /can finish the fight quick. Would also make lower level Jutsus more useful to use, instead of using your "Awesome" skill all the time -- makes for a lame character to just constantly go out there with their signature move ;)


On ending note. You kept telling me to use the forums, Gatz, your own fault I'm annoying the hell outta yah ♥
Daizaburo
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Re: Suggestions

Post by Daizaburo »

Kiir wrote:a skill that can stun

This already exists; it's called Buddhist Palm.

Kiir wrote:-- Ninjutsu ability: Some form of overload, kind of like Baikyuu Kesson for Jutsus, where it lets you beef up your Jutsu with more chakra to make it more powerful. Obviously more taxing on the Chakra, probably a 'bad' ratio to offset the better burst damage. It would be bad for longer fights where you'll do less damage:chakra, but good if you want /can finish the fight quick. Would also make lower level Jutsus more useful to use, instead of using your "Awesome" skill all the time -- makes for a lame character to just constantly go out there with their signature move ;)

Some jutsu already have a feature where you can pump more chakra into them to make them more powerful, like Goukakyuu. Gatz has considered for each jutsu whether it is proper for a user to be able to "pump" it or not. In general, any that can't be pumped shouldn't be able to be and none that can't should be. If you want any of these changed, I'm sure Gatz would be open to your arguments.
Kiir
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Re: Suggestions

Post by Kiir »

Daizaburo wrote:This already exists; it's called Buddhist Palm.

As far as I know, it doesn't operate in the fashion I mean. As well as the fact that you completely took that out of context of -everything- else I said about the stunning.
Daizaburo wrote:Some jutsu already have a feature where you can pump more chakra into them to make them more powerful, like Goukakyuu. Gatz has considered for each jutsu whether it is proper for a user to be able to "pump" it or not. In general, any that can't be pumped shouldn't be able to be and none that can't should be. If you want any of these changed, I'm sure Gatz would be open to your arguments.

I'm not referring to things in that sense. The 'pumping' in terms of Goukakyuu is definitely part of the skill, and would work on top of said ability. What I'm talking about is a Baikyuu Kesson equivalent for Ninjutsu and such things. And it's something that 'can' be pumped into, whereas having an ability where you literally force more Chakra than is normal into it just isn't the same. It'd be, as I said, overloading, for the sake of doing additional damage at a much heavier cost, maybe even causing harm to one's wellbeing.
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Gatz
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Re: Suggestions

Post by Gatz »

I like a lot of these ideas. I'll try to respond to a lot of the key ones I saw that I felt I wanted to put in some comments on.

Limb Targeting Attacks
I like this, but not sure I'd like all Taijutsu to have that ability, but I wouldn't mind giving a handful of skills, possibly the lower level ones, sort of like how Goukakyuu can be pumped with Chakra unlike Karyuu Endan.

Max Bunshin Numbers
There really is no real reason why Bunshin are limited to 5. I just had to pick a number to limit it at, it is stored as a linked list so in theory it could be anything. However, I worry that anymore than 5 might overpower Ninjutsu/Genjutsu users. Really, the drain of using them isn't as bad as it could be...so I'm not so sure. For awhile I thought of making an SBA that let you make 10, but I didn't like a lot of the ideas I had for it.

Mixed Type Skills, eg Taijutsu/Ninjutsu, Ninjutsu/Genjutsu, etc.
I don't mind this one and there is already a thread dedicated to that. So, I feel the idea needs a lot more fleshing out however. I think it might be one of those things that has a potential to be confusing. However, I feel skills like Rasengan and Chidori, plus Asa Kujaku, make great examples of mixed type skills. The Narutoverse has a very, very loose definition of what 'Ninjutsu' and technically everything falls under it, which is why I think they never describe things in terms of how NarutoMUD defines it. So, in short, I think it'd be really cool, post in the thread dedicated to it and lets hash out some ideas.

Imm Ran Events
I love Imm ran events very much. If any player has any suggestions on events to do, feel free to suggest them. We also are always looking for dedicated RP/Builder Imms to help run these events.

Custom Genjutsu Chakra Lost at Start of Hand Seals
This one is a bit of a mixed bag. I might change this around and only take a part of the Chakra at the beginning and then the rest upon completion.

Areas and Ryo gain
The Burnt Mansion is mainly for level 1-30 players. Also, the Newbie Cave, which you didn't mention, is an alternative for the Deer and Bunnies. Both the Mansion and Cave provide extra ryo for fighting those guys, while the deer and bunnies only provide the system driven rewarded ryo. I think this issue might be simply not informing players we have all these options for them. Not sure how best to let them know except better descriptions and possibly just making it a rule that all areas a newbie has to go should never go dark.

Newbie bonuses
I like the following:
    - Un/Practice fee is waived.
    - Un/Train fee is waived.
    - No death experience penalty.
    - No corpse retrieval penatly
    - All Newbie zones lit
    - Add another newbie zone in it, maybe the theme could be a test 'battle area' where you fight Newbie Academy Instructor's Bunshin, so that they don't kill you, just stun you or if you get too low, they auto-transport you to the hospital.

And while I think about that....to balance out that with Newbies which want a bit more challenge, all NPCs that -can- kill you give boosted experience, say...20%? If an NPC can't kill you, you don't gain that extra bit.
Gatz Seijuro,
Owner of NarutoMUD
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