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Post by Spellman on Mar 7, 2020 0:45:39 GMT
We're currently suiting up for another wipe of World of Ninjas, slowly and steadily.
In the mean time, if any players have any productive feedback about last wipe for things that need changing in the next, go for it. Please try to avoid using this thread to remind us and others of your past inconveniences. We want real issues that we as an administrative team might have not noticed at the time.
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Post by bardec on Mar 7, 2020 0:47:50 GMT
Don't give too much story power to players unless you can completely trust them to stay. You saw what happened with a certain group.
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Post by Tiny on Mar 7, 2020 0:57:37 GMT
don't let anything like the sagi happen again. that's my advice i guess. you can never really predict what people will do with things that are meant to be stronger than other things on their own.
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Post by unknown27 on Mar 7, 2020 1:25:45 GMT
I played as a Shinohara and was one of the two of the who stuck around till the end, so as having played it the most, even having 'created' the technique people called metagame, I can understand some problems with it, and due to that, I think I should say a few things if you don't mind.
If you're going to put custom Clans in again, please add some guidelines on bs they might do, I remember ppl complaining about how some Shinohara where just rp'ing seeing the future and acting on it, one of them having even seen a full rape scene??? I think y'know what I mean with that. Just put guidelines on some bullshit they would try to pull.
Besides that... there's what Bardec said above, and one last thing. Uniques.
I think the way uniques were handled ended up being quite annoying for new players. Not only it didn't seem possible for those with Uniques to teach or pass them on to new people, something I tried asking about, but at the same time, the whole thing of first come, first serve, and a person who died still occupying that unique slot iirc, would demotivate a lot of people in joining the game at a later date, specially with how hard it was to those that started new chars to match up to the Day 1's who were still alive, and the ever growing threat of Bijuu that were appearing, it's like it was stay out of the way or die for them. There was no weak enemies for them to fight against and develop, at least imo. Try to give new players some new stuff to do, like, get an eventmin dedicated to that?
Just saying issues I think could be worked on, looking forward to WoN4
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Post by Chinchillas on Mar 7, 2020 1:44:54 GMT
-Have more maps to fuck around on; including a mine. -I thought jutsus were generally fine(sagi flying week 3), except for genjutsu and summons. Summons with genjutsu were on another level of aids and should probably be restricted more along with nerfing early summons too. -The age old Strength vs Reflex attack speed debate should probably be worked on so there's not another repeat of that. I was completely fine with the old Tai perk equaling attack speed, but this may just be bias to what I'm used to. -Custom clans were a bit hit or miss. Shinohara could be interesting with the visions, Then you move over to Sagi which was hit with the nerf bat heavy before the wipe even started and they were still top tier. -More eventmin. There was really only Tay and Darwin, considering Writer had a hurricane run through his area which was unfortunate. -I liked JC as the toad sage who was incognito for a bit.
-Saving player villains can be fine but not allowing anyone to track them afterwards to perhaps set up an attack on their base is a little wack. That means you're just supposed to wait for the next time someone gets attacked in the open and hope? other people arrive or else they're just dead.
-I think the unique roadmap was alright but if you're going to keep it, make it instead of a hard month-date you should section it into Part 1, Part 2 etc. That way the main story runner/admins can advance the power scaling of people when it's actually time and not have to worry about month 2 day 1 when 30 unique apps come in.
-I abused the feature after hearing that it happened to someone else, but don't give uniques out early unless it's directly tied to the unique, or you're ready to push my suggested 'Part' idea forward and allow everyone to move on in the unique tiers. I think someone going past their limits can be really raw if it's used against a BBEG, since they'll get the spotlight for a minute, and if it ends that arc of the story people shouldn't complain if you announce/allow people to app for new stuff.
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Post by tincandle on Mar 9, 2020 9:37:39 GMT
-customs clans were good. They weren't too over the top or too gritty, they felt like actual Naruto clans. -learn/teach restrictions were mostly good. Broke up the teaching circle meta and made it so building your own unique skillset was viable. I think it could be tweaked to make it easier on new players who join after starters begin to die off. -Willperks were a very nice concept. It let people who didn't have a unique that fit their character make one and be able to have future things for it to grow into.
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Post by mrboombasticfantasic on Mar 9, 2020 21:37:35 GMT
go back to how WoN 1 was.
Best fun. Best WoN wipe
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Post by Moon on Mar 10, 2020 19:05:14 GMT
add courier perk
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JoRdY
Academy Student
Posts: 8
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Post by JoRdY on Mar 11, 2020 22:32:54 GMT
it meLast wipe was fantastic, contrary to popular belief. For a time, everybody swore by it, that it had to have been one of the best wipes of NRP they had played, or that things were going swimmingly, and they were for a time. Then things started to change. kinda gorked bro Cons p.much: Don't give too much story power to players unless you can completely trust them to stay. You saw what happened with a certain group. don't let anything like the sagi happen again. that's my advice i guess. you can never really predict what people will do with things that are meant to be stronger than other things on their own. I think the way uniques were handled ended up being quite annoying for new players. Not only it didn't seem possible for those with Uniques to teach or pass them on to new people, something I tried asking about, but at the same time, the whole thing of first come, first serve, and a person who died still occupying that unique slot iirc, would demotivate a lot of people in joining the game at a later date, specially with how hard it was to those that started new chars to match up to the Day 1's who were still alive, and the ever growing threat of Bijuu that were appearing, it's like it was stay out of the way or die for them. There was no weak enemies for them to fight against and develop, at least imo. Try to give new players some new stuff to do, like, get an eventmin dedicated to that? Just saying issues I think could be worked on, looking forward to WoN4 This right here is an insanely good baseline for what was bad(fuck you chinchillas you are gay and i do not watch your videos because you are black) with last wipe. We saw people with a lot of power quit due to lack of motivation, lack of interest, and lack of engagement. I'd love to say that at the same time one of the problems that could be improved upon is actual outreach, but Darwin actually did a fantastic job at reaching out to players and speaking with them(IMO). Where things severely lacked was holding on too strongly to the opinion that players didn't know what was right for them, the game, or for others. It certainly looks bad when typed like that, but it's more or less true about 70% of the time(did you know that around 73.6% of statistics are made up on the spot?! absolutely insane). To mime and touch upon what these fellow youths said and add my two or three cents to it: People were given a lot of power, meant to cause trouble, keep tensions high, and be an engaging and motivating group to either stand behind or go out and fight -- But then they weren't. It was an actual pain to fight the antag group because just when you thought they couldn't have the leg up on you any longer, they had gotten two more things to look your one(or in some cases none, though it was rare) right in the face and go "fuck you, idiot. you shall not see the master." And from time to time that's fine, it can encourage drastic player growth, but the novelty wears FAST. When *players are trying to engage with other *players and some unseen force continues to stop that, it wears faster. (mileage may vary)Uniques didn't seem to be as mishandled as poorly as people believed, but I was also a Day 1, so I didn't have to feel frustration others might have when trying to get NEW uniques approved rather than stronger versions of a pre-existing(such as in my case), etc etc. weak enemies are a myth. Pros: (in order of importance) -I liked JC as the toad sage who was incognito for a bit. Juan Carlos Balderes was epic Custom clans were a bit hit or miss I actually enjoyed custom clans quite a bit. You made them unique and had them offer -- mind you this was one of two paths they could go -- their own very unique skillsets that allowed for growth alongside people with normal uniques. Make the next ones cooler or else. i liked the story for about 80% of the amount of the wipe that i participated in. the existing story admin(s) and eventmins did a good job making things fun, but there needed to be more of them. chinch isn't wrong about that.
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Post by itome on Mar 16, 2020 15:14:09 GMT
- sagi and shinohara were handled trashly, don't ever do anything clans like this again(metagame the clan and "haaha I'm op on purpose", u shouldn't ever trust any human being to handle this type of stuff)
- inuzuka clan was wack but because of the players, next time just make regular inuzuka
- pcs getting ec powerups
basically I agree with everyone else
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anac
Academy Student
Posts: 1
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Post by anac on Mar 17, 2020 8:28:53 GMT
I enjoyed Won2.
The best wipe was probably MoS. Take tips from that and fix what they did wrong. And get rid of daily rewards and early A-ranks if those are in.
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Post by mrplayer on Mar 19, 2020 23:06:38 GMT
-More eventmin. There was really only Tay and Darwin, considering Writer had a hurricane run through his area which was unfortunate. I survived.
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Post by mrplayer on Mar 19, 2020 23:24:08 GMT
On a serious note, the past wipe can be seen as two extremes and I'll explain why. - First Extreme: Really good story, development of characters, and showcase of active Eventmin. - Second Extreme: Overbuff'd and Underbuff'd Clans (Sagi), Eventmin Reliance was too high, Unnecessary flip-flopping of rules regarding mechanics, and Unfair Situations.
Bad Story Decisions As you all know, the wipe was quite hype at the beginning even though it saw a few bumpy times. This would be the decision making of what Attack Speed should be, along with any other notable topics I've happened to forgotten. Aside from these hiccups, players seemed to enjoy the wipe's early days and looked forward to what's to come. The idea of NO ACADEMY was received well, and the possibility of this "Tales of Two Cities" (The Village VS The Swamp) was also picking up interest. However, as the story developed and the wheel was passed from the hand of starters into the hands of the players, that's where a lot of turmoil seem to come into play. I remember a lot of complaints stem from players feeling "Hopeless", as if their decisions held less weight because other players were given focused. While everyone loves a good villain, what point is there in fighting when there's no chance of winning? And even when appearing to achieve victory, have the situation feel reversed somehow in the end. All of this for what? For the same players that all the resources were heavily invested in to quit? That's going to leave a bad taste in a lot of people mouths. Personally, not mines, but then again I didn't even play the wipe with much investment due to Hurricane Dorian and School, but I've observed how this irritated others quite a lot. People who I didn't even know could be angered, was angry.
Mid Wipe Flip-Flop (Rule Changing/Back and Forth Changes) Aside from that, another issue that drove players away was the Mid Wipe Flip-Flop. Now by that I mean that a lot of things should've been ironed out with ruling and stuff long before the wipe. During the stage where people have already centered their character around a build or fighting style, you can't simply change it. Even if an incentive is given, it still feels weird and now you feel disappointed because all your investment has just gone up in the air. Imagine going to Wendy's for an Asiago Sandwich and being given a Baconator because they didn't realize they ran out. From the supplier's view, it isn't bad because these two are around the same price range (this would be an analogy for a re-spec). However, from your perspective it sucks because you don't eat nothing but white meat (the player only is comfortable with certain builds/specs ). So while it may appear that you gave a chance, it's more of the situation should've never happened in the first place.
Conclusion (TL;DR) - Basically, don't go into the wipe without hashing out EVERYTHING, and only make certain changes when you certainly have to in order to better suit the playerbase. - Don't invest too much or place bias towards certain individuals/groups. Make the power scaling of alignments be based on contributions to story rather than their alignment. - Don't make overpowered custom clans, just be plain and stick to canon clans but give them a twist with storyline or development to make them seem new. - Enable/Hire more trustworthy active staffs (Eventmin) before the wipe and hash them out. - Develop stories rather than introduce them and let them become background things. (Eg. Swamp Vs Village, Clan Storylines) - Once again, hash out everything. Story, plot, customs, justus, your laundry, everything. Disorganization was low-key notable last wipe with certain issues. - At the end of the day, have fun just like the rest of the playerbase. It's a game afterall.
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