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Everything posted by Kizo
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1. EXP values at first were awful. It made people quit. EXP values were tuned. 2. Boosters aren't the only thing that matter, they won't magically overwrite progress you've done in regards to leveling. 3. Ryo was given uses. There's a number of outfits and weapons in Yoko that you can buy that are total ryo dumps. I'm not really sure what you expect(ed) in terms of dev gratitude for having played all that time ago. I played during Alpha 0, when the game didn't even have jutsu yet and all we could do was melee each-other to death. So we quit. The devs went back to the drawing board. Time and time again, that process happens. The problems you've manifested in your post about the game aren't really things that can be solved. How can players be compensated for having spent time during early alpha? Should rewards be offered for early and bug testing? It sort of comes with the territory of playing a game in an Alpha state. In Alpha, everything is volatile. Things are added, removed, tweaked, broken, fixed, over and over again. Never mind that other players that are in the same position as you don't have the same reservations as you do. I've had a lot of frustrations with SS over the years. With moderation, with handling, with content rollout, with bugs, with crashes, but the devs worked their absolute asses off. We feedbacked and complained about this and that in discord today — and it got patched. Bear boss overpowered? Fixed. Mob HP retune? Not intended, fixed. Bosses over-buffed? Fixed. When we tried to clear, they came and sat down with us and watched our clears and we delivered our feedback, things changed accordingly. What you want is to unwind the clock, and it simply can't be done. You didn't play for weeks while some players like Okinawa put in 10+ hours a day of grinding. Naturally, you fell behind. If at any point during that heinous EXP grind you decided you were having a terrible time: why not just write up feedback like other players do, take a step back, and wait?
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- Thank you for retuning a bunch of the mobs for us based on our feedback on Thursday. Many props. - The winter event seems really cool so far. I like that opening the presents gives you trash items to make you feel like an asshole for stealing childrens presents (lol) - The change to town sanctuaries was really good! It's super convenient for gathering rested and a very welcome change. Some areas need range tweaking (MM is sanctuaried, atm) but overall really nice change. - In light of the changes to sanctuaries, the buff to guards should probably be tweaked. Presently, it's disheartening to try to do anything anywhere as a rogue because you'll probably get 1-2 shot by guards that have 60k-100k hp. Alternatively, non-Konoha settlements should have their own type of guards. Notchi should definitely keep the Konoha flag, though. - New hairstyles, cosmetics and weapons are hot asf. - New jutsu is amazing and way more than any of us expected, holy shit. - Non-jutsu koban dumps are interesting. - Rogue outpost or base need a bank and sanctuary. - Uchiha Kunai Technique giving you a jump is really bad because it triggers the charge on bees and moths, making you eat a huge strike + 8s of stun. The repositioning it forces you to do is pretty awkward for PVP as well. - It would be nice if we got Uchiha Mental Domination after we get Uchiha Murder of Crows, reason being that MD isn't usable in PVE at all and it would be nice to have more usable abilities before having a PVP one that only works at higher level (since you can only MD people your level or lower). - Plz size up Uchiha War Fan on female models, it gets scaled down a lot. - Uchiha Crows spell has a huge range of damage from 26 to 400, which means you can spend 2 seconds casting something that will only do 100 dmg over the course of its duration.
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- Rogues are still respawning in Konoha. - Rogue outposts have lots of bandits, which are hostile to rogues (they need to be removed, if they're made rogue friendly, a lot of quests become impossible) - Rogue outpost vendors 'Koya - Rogue Quartermaster' and 'Haruke - Weapon Master' do not have a stock - Rogue quest 'Thinning Out The Weeds' doesn't progress outside of the arena. - War Front: Forest Showdown and Steal Military Supplies have no rewards and the questline ends there. I did some testing with Aether and it seems to be that the quests themselves work but there's no way to acquire them. - People die in duels a lot. - Legendary Kunai isn't a fist weapon, so it doesn't count for Uchiha jutsu. - Kunai of the Tiger T1 has a messy damage flag (it's 80 dmg only) - Kunai of the Dragon T1 is off-hand only for some reason, whereas all the others are one-hand. Not sure if this is intentional. - Party leveling is still a mess because grey mobs don't give EXP in party, but the color of mobs is decided by the mob vs player level, and none of the mob levels properly reflect difficulty. - Some pet models seem to be missing
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Patch day is finally upon us. As a result, many updates to the guide will be needed. All contributions are welcome as we try to figure how shit works. Heavy spoilers unwelcome.
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Background— Ten months ago, the Uchiha clan reported the loss of several of their own. A guarded wedding palanquin traveling towards Konohagakure was shredded, splattered with blood and surrounded with fallen guards. The bride-to-be within it, a young woman by the name of Tsukioka Hikari, had vanished. Her fiancé, Sarutobi Satoru, raged, and challenging the fates to battle for the potential to have his fiancé returned to him. None answered the challenge. At first, the Tsukioka family, part of the Uchiha clan, offered up a reward of 100 ryo for her safe return. The groom's family matched it and over time, it increased to 2000 ryo. Amidst the rumors of slavers in the Land of Fire, both families began to fear for the worst. In what seemed an eternity to two families grieving, ten months had passed. On nights when the moon was high, her mother lit incense and prayed that the smoke would help her find her way home. And still, Hikari was still nowhere to be found. In the weeks that followed the Blood Moon Festival, a bounty poster appeared. It details that a young woman with dark hair and eyes is wanted for questioning for involvement in the White Dragon Pirates' raid of Port Hachou in which the Portmaster & his bodyguard lost their lives. That woman's name is cited to be 'Akari' - a frequent nickname for 'Hikari'. The person seen most often in her company appears to be a personal bodyguard wielding an Uchiha war fan. Curious and curioser. Details— One who prefers moonlight to sunlight, who reads its secrets by fall of night. Ninja registry number: N/A Birthdate: August 27 (Age 21, Virgo) Height: 5'5" / 168cm Weight: ~105lbs / 48kg Bloodtype: AB- Personality: Furtive, serious Description— Akari's figure speaks of hardship; even a small garment easily eclipses her figure, hanging loose as the shoulders. Her frame is harrowingly thin, rather than pleasantly slim, speaking of extended malnourishment and starvation, though the new light in her eyes suggests that her health is slowly improving. However slender and weak of body, she's stern and strong of heart, a proud daughter of a warbound people; resilient and unwavering. In a crowd, she's easily identified by the regal manner with which she carries herself; elegant and graceful, with head held high, gaze grave, dark and thoughtful to match the raven-dark of her hair. Abilities— Relationships— Uchiha clan White Dragon Pirates Ko'taki Ryu Reiji Uchiha Ibuki Mori Sora Hyuuga Ushioda Uzumaki Shinzou Geo Hyuuga Rakutaura
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Notes: You're always welcome to explore things that aren't in the above bullet point list: there are plenty of things to investigate, however some of them are too spoilery to put in an introduction thread. This thread will be updated as needed to reflect how the plotline is developing. The plot is set up to accommodate different groups and perspectives. For instance, if a Leaf-based RP group wants to pursue the Leaf-based stuff, they're more easily able to do so, though they would also be able to investigate the Black Market as well, albeit under disguise. Similarly, rogue or neutral groups will be able to investigate the Black Market and Bounty Hunter breadcrumbs, as well as any rumors circulating in circles of similarly legally gray individuals. This plotline is open to all serious participants (new or experienced roleplayers both). If you troll, I'll simply bar you from my events. If you're unsure of how to participate or engage, please let me know thru the forums or on discord (Kizo#5718).
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Some weeks ago, a group of monks at a shrine to the North of Port Hachou were all found dead, eviscerated as though by a beast, their bodies posed in various positions to mimic liveness. Ever since, rumors have surfaced of other sets of murders across the Land of Fire. A number of shinobi loyal to the Hidden Leaf and unlikely to have gone rogue, have not returned from their missions, or been found dead altogether. Merchant caravans have been left decimated on the roads. These events lead to a brief increase in scavenging - until the vultures themselves found themselves prey to the mysterious killer. At present, there are a few sources for leads which can be pursued; While the scene to the North of Port Hachou has been neglected and much of the evidence spoiled by the passage of time, there are other, more recent incidents that can be investigated. The Bounty Hunter Kaidan was on-scene at the murders which took place at the Shrine. Allegedly, he slept through the entire ordeal. As of right now, no one knows why he was on the scene in the first place. Because there have been a number of missing Leaf shinobi, it’s quite likely that Konohagakure has started an investigation of their own into the matter. The victims' families and close acquaintances can also be investigated and spoken with. As some of the victims were wealthy, it’s likely that some of their scavenged possessions have been put up for sale on the Black Market.
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Quests in questlog frame not showing up on tracking
Kizoreplied toThanathros's topic in Bug ReportsI might be able to help you with this one: do you have a quest in your list called "brilliant at the basics"? -
Aww yeah this is some good shit
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Bug Name: Water Pool animation bug Brief Description: After the Water Pool slow effect has dissipated for whatever reason from using Water Style: Flooding water Technique, the water pool animation outlasts the effect. Reproduction steps: Use flooding water, have someone else stand in it, eventually they'll still be standing in it but there will no longer be a speed debuff. Additional info: Pictures:
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Bug Name: Sidequest 'retrieving' Brief Description: New SQ item rewards stuck at retrieving Reproduction steps: Pick up a sidequest, wait until you get one that has a newer reward such as dice, right or left click on the item and you'll probably crash. Additional info: Pictures: Bug Name: Simple Strike damage scale Brief Description: Simple Strike's damage appears to be a flat amount and does not scale or increase with anything except ninja cards. Reproduction steps: Test Simple Strike on a lvl 1 char with no stats, then test it on a higher level char with better stats. The damage appears to be the same. Additional info: I have legendary kunai on my lvl 27 main and there doesn't seem to have been any change in damage at all as I levelled or unequipped and requipped kunai, leading me to believe it doesn't scale properly. The tooltip itself does not say if it's meant to be a flat amount of damage, or if it should scale. Pictures:
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This bug was just fixed by Vlad. In other news, Little Fawn is tricksy.
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This thread is created to compile a number of different player ideas for feedback and suggestion purposes. If anything comes to mind, you can just post in the thread. If someone mentions something on discord, I'll pop it in here too. On masteries/combat - Lightning Cutter seems to be scaling wildly with attack power instead of spell or jutsu power at a 2:1 ratio, which is what most of its power seems to come from. Nerfing lightning cutter by percentages doesn't make a difference when the fundamental issue seems to be its AP scaling. - Uchiha Paralysis Jutsu is currently a 4s root on a 1min CD. I know this is meant to be a stun, but I figured I'd re-mention it here in case it gets forgotten. - Clans and kenjutsu are dogshit. You'll get more usefulness out of a ninjutsu user in PVE and PVP situations both. In PVE, you still get use out of a lvl 10 at masked man with the right masteries because the Water jutsu AOE slow is highly valued there where in PVP, it's not very strange for a lvl 10 to slap a lvl 20 because of mastery imbalances due to everything being balanced around 3 masteries and us all being stuck with just 1. - Hyuuga can't even use the legendary ninja kunai if they have it, because it isn't fists. Changing the weapon's flag would probably resolve this. - Autoattack meta is a bad feel. Even if you're a ninjutsu user, you'll be sitting in melee range as much as you can in both PVP and PVE because autoattacks do so much damage by virtue of attack power being easier to acquire than spell power because they're given with every level-up, and because there are no filler spells. Having your #1 source of damage be white melee hits is very unsatisfying in all regards because it rhymes with low inputs and downtime. Maybe something could be done to ranged builds to provide them with some sort of filler spell with low/no cd and no/low cost which functions as an autoattack equivalent? Your WoW fire mage doesn't sit there meleeing the boss instead of casting filler spells. Even tai builds should have their own filler, or you wind up with that weird vanilla WoW paladin phenomena where you wind up just tabbing out while you wait. - Expanding on the previous issue: significant rotation downtime affects the sense of engagement with combat. I think that's where the game probably loses a lot of its players: with only 1 mastery, even if you're level 40, combat is boring for the foreseeable future. Even if we were all to receive 2nd mastery access at lvl 15 or 20, we'd only have 2 additional spells to play with. - Delivering feedback on balance is complicated by the fact that 1) we only have 1 out of our 3 masteries and 2) levelling alts is shit because you have to solo. In order to be better testers, we probably need to be able to pick all 3 of our masteries, even if it's tied to level so that 1st mastery comes from starter quest, 2nd comes from lvl 15 and 3rd comes from 30 or something to that effect. Rank-related items like vests could still require the relevant Chunin & Jonin ranks. - The argument of "clans are weak early on and strong later" means nothing when the intention is that you can also pick them as a 2nd or 3rd talent, so if you pick clan mastery at the start you're boning yourself for nothing. From a balance and lore perspective, it should be a 1st talent pick only. It feels conceptually silly to unlock your sharingan or byakugan after having already become chunin-level proficient in something else. On quests - Acquiring the Fire mastery can take several hours with bad RNG, where the questline for starting out other masteries is much shorter. The tabacco should have a very higher droprate than it does, or its acquisition method should be changed as robbers can also be rather difficult to kill for low levels. - General quest balance in terms of EXP and item rewards is really bad. On items - That lvl 12 ninja cards exist when you can't use ninja cards unless you have a scroll that only drops from a boss with a lvl 25+ requirement almost like a bug. I propose adding a quest chain that gives you 1 scroll with no perk for it (as in, not Scroll of Fireball or w/e) where you can slot 1 ninja card into it. That would make ninja cards usable and accessible early on , without devaluing Masked Man's drops at all. - There are still a lot of missing vendor prices on items. Ninja tools, some weapons, are all missing prices. On general gameplay - Most gameplay is presently singleplayer-based, save for bossing and PVP convenience. This is due to the fact that being in a party screws up EXP distribution and sharing, as well as messing up sidequests. IMO this is a high prio change, because SS is currently an MMO with no grouping incentive. - Rename the global world chat that you made with the last update. It fucked up sending messages to the custom channel called 'global': chatting in /2 while you're out in the world doesn't work because the game shits up and sends your messages to /1 instead. - Make inns or even the whole towns they belong to sanctuaries. It's annoying asf that even rogues need to run all the way to Konoha Academy. - Fix guards in non-Konoha settlements being affiliated with Konoha. - I'm not sure how it could be done, but something needs to be changed in regards to reputation with PVP. Presently, only the person who got the last hit gets reputation loss from a PVP kill. You can be a full-on rogue with max Konoha rep by virtue of just not having gotten the last hit, which makes it impossible for Leaf-loyal players to kill them because they'll incur rep loss and become rogues themselves. There's also the issue of a lack of rogue hub (only res spawn and sanctuary are both in Konoha) which leads to issues, but I'm to understand that Land of Waves will be the new rogue spot. - I'm fairly sure there's some shenaniganry with XP boost rewards and drops. You can easily get lvl 10 different stats and still be stuck at lvl 3-4 in physical attack because it never seems to drop. - I have some varied gripes with mob density and EXP rates detailed more here. - Given that there are a number of false bug reports with "items not working" and items disappearing while Ninja Travel Speed is active, Ninja Travel Speed should probably not be a channeled spell anymore but rather a buff that is cancelled when the player is hit. - Make the Traveler's Pack bags bind on account. If you bought the bag upgrade and the starter pack, you'll have an extra bag and no ability to trade it. - Change something about the randomization of SQ rewards. Maybe every 5, or 10, should have a guarantee to have a gold koban reward, just as a bad luck prevention measure. - Stop buffing the bosses all the time. The more you buff them, the less of a chance new players have of getting into groups, meaning they have less things to do in a game that already has little content. If players get strong enough to 5man bosses like Masked Man, there may be more PVP springing up over resource scarcity. A/N: I don't have perfect perspective of what's going on behind the scenes in terms of how different things work, so if I'm wrong about something like Lightning Cutter scaling with AP, I apologize: I'm not sure how else to explain why xyz is a phenomena that exists.
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Custom hairs that integrate the headband, and rogue version of headband.
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My fellow roleplayers: this isn't an RP profile post, but a recommendation that folks get TRP2 to make it easier to recognize other RPers and also share RP profiles ingame. Attached to this message is the relevant version of TRP2 which was made reverse compatible with WoW 3.3.5a. Enjoy! TotalRP2_1014.zip
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Ok so, EXP rates 2 electric boogaloo. The last update done to increasing EXP rates helped a ton with rebalancing things, so the biggest issue with farming at present is a matter of mob density. Here's a little sliver of spreadsheet I made, values may differ a bit (lowest lvl grey wolves can give 2800 exp) but it's a relatively accurate general reference point. Currently, there are only a few places with decent mob density: ferrets (low exp), rats (good exp, density, but in the most populated farming area in the game which essentially reduces their density), as well as moths/bees. Any other potential leveling areas, such as all the mobs from the Eastern portion of the map, such as crocodiles by rivers, farmers near Port Hachou, are made unfarmable by the fact that they hit obscenely hard (relatively frequent 1k hits when the highest hp players have about 9k-10k with food) and are high level (high chances of missing). There are 4 potential fixes: 1. Increase density of certain types of mobs (amount of mobs in a small area) to make them viable for farming. 2. Increase the EXP given by mobs with low density. 3. Diversify farming areas by retuning mobs in the high level areas (farmers, crocs, tigers) and keep expanding on the idea of leveling areas. 4. Do a mix of all of the above. Currently the leveling meta is that 1-5 is rats and intro quests, 5-20 is sidequests around Kono for koban, 20-40 is moths/bees near Yoko. Because there are so few places where mobs are grindable for SQs or EXP, there's a limited amount of players that can be doing stuff at any given time. If there's 3-4 players in Konoha doing SQs, another 3-4 at moths/bees, 2-3 more at the gates of Konoha then it creates significant downtime caused by lack of mobs. This means there's essentially a softcap on how many players can be active in-game at any given time. Just keep in mind that this map (provided to me by Gogo, no idea who made it) shouldn't be used as a reference point for at what level people can farm somewhere. Players that are over level 30 struggle with the zone labeled as 18-28 because HP is around 10k and many mobs in that area hit for 1k.
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A singletarget CC on a 1minute cooldown with a 4s duration which does no damage feels a bit odd as a 2nd ability, considering that Sharingan is just a dodge and attack speed bonus. Anyone who currently uses their mastery point on Uchiha winds up boredly autoattacking their way through the game with no end in sight. As a result, I propose replacing Sharingan: Paralysis Jutsu with an AOE, specifically Fan of Knives which could be renamed 'Uchiha Shurikenjutsu' or something to that effect. It maintains the Uchiha class fantasy vibe while providing them with some much needed damage that would bring it more in line with other masteries.
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Case in point from a lvl 9 wolf with 5k hp that almost killed me: I got 180 exp from it.
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Starting out one's training in the village up to a certain point would work well, if the snakes dropped equivalent amounts to rats (ferrets are lvl 1, I don't expect much there). When you feel that training in the village has slowed down some and you leave it, you come to realize that the wolves and bears outside the village (lvls 4-8 in my experience) have really bad experience drops comparative to the difficulty. This trend is maintained across the general play area, making it so there's only a few things worth killing for experience because some mobs are worth randomly less. The level difficulty of mobs in and of itself is also somewhat misleading to the point that 'lvl 8 moth' is presumed to be around bear-level difficulty (very easy) only...they actually have 2x the HP and damage for no reason easily discernible to new players other than: it's alpha and everything is constantly in flux and subject to adjustment. I'd probably place moths and bees closer to around lvl 15 than whatever they're at right now. The only reliable way to assess a threat accurately right now is to check its HP. The experience from quests beyond the tutorial is also sort of weird. The exploration quests, for instance, give you about 130 exp - which is about the same EXP I'd get for killing a single snake within the village, except I wouldn't have wasted 20 minutes to get it. tldr leaving the village is actually really bad exp wise other than a few notable exceptions, one would think beyond the gates would have better exp resources but the early progression is really confusing because it requires you to go from acad -> all the way to yoko by skipping everything in between because it simply sucks, a lot of world mobs and quest rewards should be retuned
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Bug Name: Brilliant at the Basics breaks questlog Brief Description: The working mission log with chakra jump and mastery quest is my questlog without it (ref1). Once I pick up the 'Brilliant at the Basics (orientation) quest, it overwrites my other quests (in this case, it overwrote Chakra Jump!. See ref2 screenie). If I relog with the Brilliant quest, my questlog wipes itself of all quests except that one and adds a bunch of weird tabs to it (ref3 screenshot). Reproduction steps: Acquire Brilliant at the Basics, watch it rewrite quests. Relog, watch it wipe all quests entirely and fudge up the entire quest UI. If you abandon the quest both issues are resolved. Additional info: There's an additional mistake related to this quest: it says that the red arrow on the minimap always points north (it doesn't, it points in the direction that you're facing). Pictures: (Ref1) (Ref2) (Ref3)
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This shrine is pretty, didn't expect to find it here.
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Thought it was a client issue on my end - thanks for the help, Vlad!
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I have a hair style that was removed from the game so my character is bald. On top of that, some characters that are definitely wearing clothes show up as naked. Is there something in specific I can delete and redownload to fix this? My game is properly patched.
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Title is mostly self explanatory. But there are pretty big swaths of land with nothing in them. If it's not possible to populate it even with just trees, then maybe some tent camps for people to RP in can be scattered around the existing woods to buffer the amount of compelling roleplay locations.
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