Shinobi Life Online

Shinobi Life Online Category => Shinobi Life Online Suggestions => Topic started by: yarden on March 18, 2017, 23:50:14

Title: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: yarden on March 18, 2017, 23:50:14
Hello everybody.
So today I saw the sword's combat for the first time:)
And in my opinion, it looks kinda bad and boring.

You made an awesome game , but the sword's combat destroys it .

Before i am starting to talk about my idea , as we all knows , swords take important part  the anime "Naruto".

There are alot of main characters who using it.
Sasuke , Zabuza, Bee , Suigetsu more and more.
I think you should give it an important place in the game :)

I thought about a better way to make it.
Ok . so what did I have thought about?
I thought about "hit directions".
What do I mean ?

I means:4 directions: up, down, left, right.
If you want to hit with a sword you need to choose the direction you want to hit him.
Every side gets the same damage to make a ballance.

But there is a catch: you can dodge the hit by blocking to the same direction he hits you.

For example: If your enemy attacks you from the right side but you dodges to the left side up or down you receive the damage.
But! if you dodge to the right side you don't receive the damage and there will be a sound of sword's hit.
like this: https://www.youtube.com/watch?v=EgRvVq8mStE.
Just yours. and better:)


You can make more directions like up right and up left (but if your opponent hits you from the right up side and you block to the right side you don't receive any damage)
I think it's necessary to give more "live" to the sword's combat.

In other hand
, you can make it a bit different.
What do i mean ?
I means , there will be hit's directions but it's not necessary to match the blocking.

If your enemy attacks you from the left side and you press on the rmb it's automatic dodge the left side .
The same with the other directions.

I wish to know what do you think about it:)
Thanks!


Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Reminance on March 19, 2017, 00:01:30
There will be combinations, this is just a test version of Kenjutsu.
If this would be the complete Kenjutsu set we all would be fucked in the MMO.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: yarden on March 19, 2017, 00:06:02
OH Im sure that wasent the completed version.
But i want to give my opinion before they finish it:)

Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Reminance on March 19, 2017, 00:07:15
Alright but you might want to tag some devs next time :p
@Vreg Something for you, i know you have an answer.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: AbeMelbs on March 19, 2017, 00:37:11
Sounds very much like For Honor imo
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Keyn on March 19, 2017, 00:53:20
True it sounds to other games gameplay
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: AY0 on March 19, 2017, 01:00:35
I Agree.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Tameshi Hinode on March 19, 2017, 03:43:04
Im against this.

It seems that,since mount and blade,people always want direction based melee combat.
Im getting tired of this...


But ofcourse,,i personally dont like it''is not a valid reason to not implement this,since there are many other people in the game aswell.
So i will give another reason why im against it:
The game is very fast.
Its allready very hard to hit someone who is dodging/running all the time,and then you would also have to choose a direction for the attack.
The person who is defending,would not only have to react to the attack(and know when the attack happens and when its just a feint),he would also have to see where his opponent is attacking from,and combined with 60kmh jumps and dodges,along with,,circle running''......no.
I also play for honor and i really enjoy it.
But this just wouldnt work out well in SLO.
I can allready see the latency issues that will make it difficult to react with lightning fast reflexes(imagine all this,in a mmo with hundreds of players).
For honor,mount and blade and similar games,those are not mmos,they dont have this problem.
Also,they are much slower.
There are no wallruns or fast sprints,players have enough time to block someones attack because the animations are slow enough and people dont move so fast.
This doesnt work in SLO,where its about speed.
Another point:if simple blocking will be too hard,people will not use it and try to dodge instead or switch to ninjutsu.
I also expect that we will get multiple kenjutsu attacks,and i dont think that they would all have a,,attack direction''.

A normal defence stance would be better for SLO.
Depending on how skilled you are with blocking,the more damage it would absorb.
Blocking should use stamina though.
There could also be a,,timing''bonus.
Like,if you block right before a attack,you absorb more damage,or you get another bonus.
To make combat more enjoyable and complex,there could be guardbreakers,special attacks,combos,dash attacks,certain attacks you can use while in the air,counters......

PS:4 directions would be too much anyway.
Even for honor just uses 3 directions.
The majority of players will not be able to deal with this,combined with SLO,s fast paced combat.
And the games playerbase is allready very small,compared to other mmos.
A combat system like this,would only be enjoyable for a very small percent of the community:the hardcore gamers who are familiar with this kind of combat from for honor or mount and blade(but i think,even they will not like it,because of the reasons i wrote above).
The rest will find it too difficult and just switch to other fighting styles or another game.
Kenjutsu will have enough attacks and tactics to use,directional blocking isnt needed and even if its added,4 directions are too much.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: yarden on March 19, 2017, 08:56:01
Maybe match dodging direction to hit's direction is too hard for this game.

But there should be hit's directions in my opinion.
Even if you just need a simple click to block it.

And I don't know how for honor looks like , I have never played tgis game :)
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Tameshi Hinode on March 19, 2017, 10:19:57
Why add directions for dodging/blocking at all?
Aiming with the camera,following a,,you hit what you look at''rule,can work out too.

I mean,you can have your own oppinion,and you can like or dislike my idea,nothing against it.
But i wrote multiple arguments against this system,and you reply with,,but there should be''.
Please dont take this the wrong way.
Im not angry and dont want to sound rude,but i just dont see why your sugestion would fit the game,besides,,i like this combat system,so it should be added''.
How many mmo,s do you know,who use this kind of combat system?
Right now,there are 2 mmos that i know and that have this kind of combat system.
Gloria victis,and mortal online.
Gloria victis has no direction based blocking yet,but the gameplay will be much slower than SLO.
Mortal online has directional blocking and attacking,but just 3 directions and 1 of the directions you can block from,is a,,regular block''that can block everything,but doesnt absorb as much damage as a perfect block.
Also....mortal online,s combat system is much slower than SLO aswell.

Thats what i talked about,SLO is too fast paced for this kind of combat system.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: yarden on March 19, 2017, 10:39:26
So as i said there is option 2 :
Auto blocking.
Those 4 directions are only for a veriety combat.

Yep , agree that slo is too fast so maybe ocking system would be too hard.

So option 2 is optional idea.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Tameshi Hinode on March 19, 2017, 10:52:18
Well....that can be added,but i dont really see the use of directional attacks if there is no directional blocking.
If you want more diversity for kenjutsu,well,i want this too.
But this could also be achieved trough adding different attacks,like a fast and a heavy attack,or a attack with a long range.
Again,direction based attacks could be added.....but they would just needlessly make the controls a little bit more complicated(we allready have do dodge with the c key....).
I dont think that many people would change the direction of ther attacks while they are sprinting at full speed,if they dont have to,since they will do the same ammount of damage anyway and there are no directional blocks.

Like reminance said,the melee system we have now,is not even close to beeing finished,you will have different options available,when it comes to attacking someone via kenjutsu :)
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: DimitriiD on April 04, 2017, 03:01:03
I kinda see where both of you are coming from. But I'm pretty sure the combat it's not always going to be about 'speed'. Right now people are running around like crazy jumping and spinning but if that was the case then when the game came out there would be absolutely no point in playing a character that specializes in taijutsu. If I am a taijutsu character that can't have a combat with someone because the game doesn't allow me to then there is no point in doing so. I agree that there should be directional hit, but you don't really have to use it unless you want to, since some people could be characters that use distance as a fighting style. What I'm trying to say is that the directional hit could work, but it needs to be slower gameplay. As you said it's not even close to being finished and since it is going to be an MMO where there are many people fighting at once it could be problematic but there are ways of making it work. Here is the thing, I believe it would be a great way to immerse into the game and actually showing who is a good player using taijutsu. I wouldn't like having a character that I've been playing for 3 months to try and perfect him and out of nowhere someone lvls up his own character maxing his taijutsu ,or training and getting more effective at it (depending on the final's game system), to be able to be as effective as I am by smashing an attack button and being as effective as I am without any knowledge. And since this game it is said to be hardcore, well it's not easy to 2v1 in Naruto, it shouldn't be easy here. It can definetly work if there is some though and feedback into it. As I said, for me, the first step is to make the combat slower, running fast and jumping on walls and such shouldn't be able to be done while in combat, imo.
Btw, there is a 4 hit system, watch Absolver, it's a game based on martial arts, it's all hand to hand combat.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Tameshi Hinode on April 04, 2017, 10:04:25
Im very sure that the gameplay will be slower later,and there will also be a soft-lock system so you can target opponents easier.
This should be very useful for melee combat.
But still,SLO will be much faster than most other mmo,s.
And it will be based on a anime.
That means,fast and stylish looking attacks.
Directional combat is normally used for realistic/historical/slow combat.

Mount and blade:Slow movement,historical and realistic theme,not a mmo.
Gloria victis:Medieval and realistic theme,slow movement.
Mortal online:Slow movement,low fantasy with the focus on realism.
For honor:Combat is a bit faster,but the movement is still very slow,has a realistic and(partly)historic background,isnt a mmo.

Do you see what i mean?
I cant think of a single mmo that is based on a anime,and has directional combat.
Anime combat is more about running at your enemy and seeing some flashy attacks or counters.
Not sitting back and making slow,direction based attacks,observing your opponent while slowly circling around......that sounds more like something out of a knight based movie.
Combat itself should be based on muscle memory and reflexes,i think.
The tactical part comes into play,when you decide when to use what attack/jutsu and how you could combine them,or how you could trick your opponent.
Adding directional attacks and blocks,would make the combat even slower and boring.
Too much thinking,not enough action going on.
And that wouldnt be right for a game that is based on naruto.
Yes,there are often long breaks and they talk and talk and talk.....But when combat finally starts....

https://www.youtube.com/watch?v=_2MmlMxuDFQ
Thats a taijutsu battle,but i think kenjutsu should work in a similiar way.
The last thing that comes to my mind when i watch a fight like this,is directional blocking or attacking.

I think that a system,similiar to rakion,would be the way to go.
https://www.youtube.com/watch?v=dpd1ortw6HI
There are basic combos,Sprint attacks,jump attacks,a grapple,and a special attack-combo.
You can block,but its not direction based.
The thing is:you can only block basic combo,s/sprint/jump attacks.
A special attack-combo and a grapple,are unblockable and if you block normal attacks,you can get knocked back while blocking.
Its fast,it looks great and it just feels awesome.

We should also not forget that SLO isnt based on kenjutsu,there are other fighting styles aswell.
Kenjutsu users shouldnt have to go trough a,,directional attacking and blocking''system,while all others dont have to do this.
I also dont think it would work out well with the controls.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: DimitriiD on April 04, 2017, 13:19:47
As I mentioned earlier, I see both points and while personally I would prefer a directional hit system, it would be too much trouble to put into action for it to actually work. The second clip you showed might be the type of combat there will be, as long as the combat is skill based I am happy with it and have no problem, I don't know why but for some reason the classic hack and slash kinda pushes me off (maybe I've played too many types of games that are like that), but its probably the way to go, obviously as you mentioned in the vid with some game mechanics like dodging and parries... etc. It would be pretty cool if they implemented a mechanic where you can disarm your enemy, and you pick up their weapon. For now we'll have to wait until they show tell us how they are planning on making combat, but yeah, thanks for replying :)
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Yamasukage on April 04, 2017, 13:38:48
Quote
Not sitting back and making slow,direction based attacks,observing your opponent while slowly circling around

Shikamaru......mmmm😐😐 but i get where Tameshi's coming from the game is based of Naruto an anime, a fast paced, blood pounding anime lol

but hey let's wait and see what Vreg says or what's released in FG cause in all fairness I slightly agree with Tameshi  by disagreeing with your idea, I'm not saying it's bad but the way you say it kinda brings my thoughts to for honor

Unless
Your idea is pretty much you saying that whenever you start a combo or are in the middle of a flurry/attack you could press directions to change the flow of your attack, for example if your opponent dodges backwards you could charge in and follow in on your attack or something like then i don't mind but if your saying i have to direct wvery siiingle attack...hell naww bwuh
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on June 12, 2017, 01:09:13
I would like to see directional attacks for the starting hits. For example for bothe tiejutsu and Kenjutsu you should be able to do dash forward
Knockup , throw back and sweep down knocking them to the ground- this would always enter a hard for both players with the largest range.
Grapple combos would also be able to be used after this first hit.

All the others
up -would knock them into the air fallowed by trained combos

Dash- would increase damage and knock back
Combos

Throw- fallowed by trains combos aka pin ball kicks and distance effect combos.

This could all be done at the desired speed and could make the Taijutsu and Kenjutsu count fun and requiring skill to use effectively.

Just haveing combos will not be enuph to make people fight up close. Both close combat styles should force the target In To close combat. Thus limiting there abuility to run away and jump  Dodge all the attacks.  Combos that attack a player in the air should also knock them to the ground and force them in to this close combat system.  Just my 2 cents.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Kanji Ohayashi on June 12, 2017, 04:13:54
This is a good idea, I was hoping somebody would suggest something for kenjutsu as it could be applied interestingly and quite enjoyably if done right. Also, my rp char is kenjutsu based and I had no ideas of my own, hehe. ;P
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Ferros456 on June 12, 2017, 11:57:19
In my humble opinion directional combat for Kenjutsu wouldn't work as well as you would think. In games such as For Honor and Mount and blade there is directional sword combat but both games are a lot slower paced then SLO should be. For Honor has a hard locking system which wouldn't work in a MMO as you could possibly be faced with several enemies and with the quick pace of SLO this wouldn't be as smooth as you think.

Mount and blade also uses directional combat but just like For Honor the game is slow paced. If you really want to make the combat better you should focus on making mechanics like parrying for weapons and making a fast, strong and dashing strikes. Hand to hand combat should definitely not be directional as it would make it nearly impossible to hit someone. At the end of the day SLO is a mmo which would have many players on a server therfore even if you made great directional combat mechanics there would be ping issues involved where players would be at a major disadvantage if there ISP hates them.

As I said this is my humble opinion so please don't kill me :D
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on June 12, 2017, 12:47:54
All options are welcome!!! But I was imagining Two stances.

A one on one locking the opponents in to combat system and a aoe stance consisting of types of combos, Capoeira and TKD can both defend against multiple opponents. But if your able to keep one attacker close to you it will prevent the others from using wide range jutsu because friendly fire is a thing
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: theone111 on June 23, 2017, 15:14:00
I agree with this suggestion. It will be more fun with more ways of using sword like we can add chakra in sword while attacking to give more damage and increase speed of sword
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Suroshi on June 24, 2017, 06:43:11
I think with Kenjutsu the attacks should be like the jutsu attacks.. you wouldnt be able to lock on to a target since that isnt possible in real life and the kenjutsu attacks  would require a trigger/hothey you would have basic sword movements. On Imvu with swordplay there are 10 different triggers we use for sword strikes.. But clearly that would be too many triggers for SLO Kenjutsu I'd suggest using controls like the arrow keys.. Up arrow would be a dashing strike, left arrow left attack, right arrow right attack, back arrow key is a block which would only block other kenjutsu attacks, not jutsu attacks..and I figure since awsd are the movement controls holding tab while sword striking could allow you a combo move for extra damage which would also take more chakra to do and the combo's would differ by which combination of left right and up arrow keys you hit.. Of course some type of limit would have to be placed on it, its not like you can spam the arrows and perform an ultimate combo. But this is just my opinion on it.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Suroshi on June 24, 2017, 06:45:54
Another idea I had about Kenjutsu isnt really about swordfighting but the use of shuriken and kunai for range, or even kunai-paperbombs.. I'll just throw that idea out here since its closer related to Kenjutsu.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on June 24, 2017, 12:23:22
I think with Kenjutsu the attacks should be like the jutsu attacks.. you wouldnt be able to lock on to a target since that isnt possible in real life and the kenjutsu attacks  would require a trigger/hothey you would have basic sword movements. On Imvu with swordplay there are 10 different triggers we use for sword strikes.. But clearly that would be too many triggers for SLO Kenjutsu I'd suggest using controls like the arrow keys.. Up arrow would be a dashing strike, left arrow left attack, right arrow right attack, back arrow key is a block which would only block other kenjutsu attacks, not jutsu attacks..and I figure since awsd are the movement controls holding tab while sword striking could allow you a combo move for extra damage which would also take more chakra to do and the combo's would differ by which combination of left right and up arrow keys you hit.. Of course some type of limit would have to be placed on it, its not like you can spam the arrows and perform an ultimate combo. But this is just my opinion on it.

I disagree with the lock on part. This happens automatically when your ingaged in close combat with a threat. Wether you have a weapon or using your fists. Your eyes are always fixed on the target. Looking for eather an opening to attack or a opening to escape.

At very least this suggests that the camera would auto lock the or more players within a certain range. And you would not be able to look around outside that range until you creat some distance between you and the target.

I have no problems with the arrow keys being used for this type of combat if I don't have to control a camera as well!!
Trying to go back and forth between mouse and keyboard mid combo is not somthing I'm going to want to do.

And if you don't think hard locks happen in real life then look at this!!
http://imgur.com/gallery/m4zeRFS
If that lion dose not see a green arrow above the kids head when he crowches then I'm the president of the USA!!

Another idea I had about Kenjutsu isnt really about swordfighting but the use of shuriken and kunai for range, or even kunai-paperbombs.. I'll just throw that idea out here since its closer related to Kenjutsu.
they are both part of a lager category called Bukijutsu. this encompasses all weapons and ninja tools used!! 
This will likely be the name of the skill tree with branches for the different types in game.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Suroshi on June 24, 2017, 17:34:16
I dont like the idea of any type of auto locks because it takes away from aiming skill, I believe if you want to deal damage you should at least have the skill to do so.. I also dont like the idea of SLO following a classic style  mmo or console game.. But thats just me
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on June 24, 2017, 20:12:56
I dont like the idea of any type of auto locks because it takes away from aiming skill, I believe if you want to deal damage you should at least have the skill to do so.. I also dont like the idea of SLO following a classic style  mmo or console game.. But thats just me

I agree with this for any kind of ranged combat.
But with all the different posable ranged jutsu available, barriers, and Genjutsu( movement imparting) attacks, if your SKILLED enough to get up close to use a Taijutsu or Kenjutsu attack then I say that you have earned a target assist if not a full on hard lock.

There is nothing about SLO that is classic anything. If you think about MMORPG games, you have classes of characters that use set attack styles and do set damages. SLO has none of that!! Before you start talking about the direction SLO will be going in I suggest you Reed up on what is already planed!!
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Suroshi on June 24, 2017, 20:20:30
I completely disagree I feel adding any type of automatic aim or a camera lock at all takes away from the skill of actually aiming and timing attacks your self.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on June 25, 2017, 02:40:18
I think it takes more skill to use defensive abuility and combos rather then force week combos because you have to worry about targeting.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on June 25, 2017, 11:42:22
yea @Whirlwindboy78  we know that currently the kenjutsu is really kind of week but we are discussing what we want to see as far as kenjutsu goes in the final game. but like you said avoiding the attack is not as important as being able to counter and block the attacks. being able to force the focus of a player in a squad to fight up close is an essential team strategy in a game with friendly fire.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Suroshi on June 26, 2017, 05:02:44
I am sure our suggestions really dont matter in the end the team of devs working on the game have their own ideas that im sure they will implicate, they know Kenjutsu is lacking but it's some what of a newer release and will come with flaws all issues will be smoothed out in the end
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Ranures on August 15, 2017, 13:26:53
I think you misunderstood!! SLO has no rights anything from the naruto franchises. The most trusted testosterone booster (https://www.jpost.com/[url=https://www.jpost.com/promocontent/best-testosterone-boosters-top-5-get-a-42-percent-boost-from-my-1-pick-673200) is inspired by the naruto universe but all jutsu, art, world contents and economic system will be all original.

Good ideas Yarden.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: mattaleks on August 15, 2017, 18:48:55
I agree. A few devs already had the same thought for our combat mechanics. In my opinion its the best way to go about it. All combat would be fair and completely balanced. All combos would be invented by the player based off the attack direction.

It would be easy to switch to other combat mechanics allowing the player to add ninjutsu or throwing items to the combo.

All combat would be 100% player skill
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Sjones on December 11, 2017, 05:49:28
@mattaleks Not Kenjutsu related but the taijutsu in this game is pretty good, would be awesome to see in SLO https://www.youtube.com/watch?v=aaMDrP0ZsW4

Also the jutsu and movements are great!
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on December 13, 2017, 00:21:42
@mattaleks Not Kenjutsu related but the taijutsu in this game is pretty good, would be awesome to see in SLO https://www.youtube.com/watch?v=aaMDrP0ZsW4

Also the jutsu and movements are great!

I know you could not know this but the game you just posted was kinda in response to the slo development of SLO. It's kinda a sore subject around here!!
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Sjones on December 13, 2017, 01:04:30
I'm not promoting the game or anything, that wasn't my goal. I was just trying to find out if the combat will be like it in a way, cause they said that they want the game to be in the narutoverse but it seems they changed that idea, so now I'm a little worried that the game won't be like how I expected it to be.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: NinjaMirage on December 13, 2017, 15:41:40
I think you misunderstood!! SLO has no rights to use anything from the naruto franchises. The game is inspired by the naruto universe but all jutsu, art, world contents and economic system will be all original.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Sjones on December 14, 2017, 01:58:01
That's not what I meant, I was meaning the way they fight like, physics wise. Like how they fly through the air and fight and performing jutsus, fast paced taijutsu, just the style, because it is/was base on the "Narutoverse", meaning all the same physics, structure, etc will be similar and not just a carbon copy. I never said that since I made my first post because I didn't realize the changes they made until I read and researched after and how they didn't want to just copy and be unique.

But the reason I am so disappointed is because I read through the Dev Blogs and saw, "We have also decided to shift SLO's direction, design wise. Taking a step away from Naruto, and moving more toward a classic ninja theme with modern elements. This is both to further avoid copyright, as well as establish our own intellectual property (IP) and allow us the freedom to work outside of the Naruto Universe.". The Narutoverse is the main reason everyone is here, no one is asking for the "Narutoworld" just the "Narutoverse" (Going back on everything that made the game so special). I am still going to keep close to the game but that was the reason I am here and I think that's the reason why most of everyone is here.

So be fank, I came her expected to be a Narutoverse character (Not Narutoworld), something me and (mostly) everyone here dreamed of and that's the reason we are here. I'm not angry but let's see what comes to be.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Dragon6624 on December 14, 2017, 03:39:49
@Sjones

     Like the Galaxy In Turmoil project, SLO has mostly branched away in terms of aesthetic and lore. The core roots of the gameplay are all still going to be there, but they felt like they needed something more original to both make it more interesting and keep it out of the line of fire.

     There's an excellent piece of concept art regarding the "modern" aesthetic they intended to mix in (it's mostly just redefining the type of combat-jacket used), but for the life of me I can't find it at the moment...

Edit: GIT SLO...now we just need a project that uses two "O"s, an "F" and an "L" to complete the unintentionally perfect acronym combo.
Title: Re: Kenjutsu(Sword's combat):I Thought about a better way to make it(in my opinion).
Post by: Sjones on December 14, 2017, 04:39:55
Let's see what is coming, still excited!