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We have released Shinobi Life Online Pre-Alpha Version 1.1.0.0! This update features Earth Release: Earth Dome Jutsu, Aiming Mode and more! Try it out and tell us what you think.

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Messages - Dragon6624

Pages: 1 [2] 3 4 ... 40
16
Shinobi Life Online Suggestions / Re: Player Vaults
« on: December 28, 2017, 22:19:38 »
     Seems pretty fun and plausible - although I think it would work far better scattered throughout the border-zones, as opposed to the entire world; makes the risk-reward and/or safety factor a bit more viable, in my opinion. Also, that might clean up the need for hideouts, provided each vault was semi-unique in art-design and/or location (similarly to what Cliche and Mamita have already said).

17
Shinobi Life Online Suggestions / Re: Maintained Defense Jutsus
« on: December 28, 2017, 22:15:18 »
     Earth Dome would be far more OP if it were smaller, making it harder to miss the target while trying to roast them from the outside.

     Anyway, Mankar, thanks for noting that it's a demo (too many people seem to forget), but do remember that that's all it is right now. As for future versions of the game, I think we'll probably see something like that, yeah - defencive jutsu that can be used (perhaps not as effectively as offencive specialists, in this regard) as counter-moves to help pile some extra pressure onto the opponents.

     I think the ultimate question that remains here would be: "What types of executions will the various jutsu have?" Of course, that's kind of unanswerable right now, but it'll probably play one of the largest factors in determining the fun/balance ratio. Well, alongside Squad Dynamics v. Dueling Dynamics.

18
Shinobi Life Online Suggestions / Re: SLO Memorial
« on: December 28, 2017, 22:01:21 »
<F>....<backspace>...

19
Shinobi Life Online Questions / Re: Treaties and Killzones
« on: December 23, 2017, 18:34:58 »
This is supposed to be a hardcore game based on realism, that's the vision at least. Every time you venture off you should be prepared to be perma killed. If a player wont go outside of the village ever for fear of losing their character they shouldn't be playing imo. And it's not like it will be the wild west, there will be some law and order. There will be people out on missions patrolling and protecting. If people are getting murdered at a high rate in your village then that's something your village has to deal with. Maybe you could ask a neighboring village for help for a fee. When merchants are traveling with goods they'll be more inclined to hire ninja to escort them. You see? It
opens up avenues for more scenarios, and more realistic game-play imo.

I still disagree, but Mirage gave much better reasoning (and I believe, thought on it a bit more than I did)...

Well this diverged from the original idea!!
if kill zones are border spacific it's the same as village. Villages would be too limited and players that would rather contribute to the economic stability of the game by farming resources in your own boundary s should be allowed to do so.

That being said. The kage assassination point was a good one. I suggest that remote posts within a tarratory should need to be captured and held to turn off the safe zone within a village tarritory. This would require a large assalt force working to userp the village cammand structure. Or a small precisely timed teem attack on all targets simultaneously!!

     Also @ninja Mirage...top notch post. I've got an additional query around that idea though - would you need to be affiliated with specific opposing factions in order to take them in the first place? If you need to be part of a faction that's openly at war with the other, it'll presumably be very difficult to ambush those areas. However, if you don't, mercenary rogue shinobi might seize the chance to harass those zones on, perhaps, too regular a basis.

     On top of that, what would happen to attackers that don't manage to take the zones, but are instead knocked unconscious within the still-PvP-free boundaries? I'm guessing they'd just be dragged off to (picked up and sprinted back with) the defending village's jails, but I'd like to know what everyone else thinks about this. Finally, I wonder how difficult it would be to negotiate prisoner exchanges, or for prisoners to potentially escape said jails (surely you'd tie their hands apart to prevent them from performing signs?).

20
Shinobi Life Online Questions / Re: Treaties and Killzones
« on: December 21, 2017, 04:34:47 »
     The ultimate problem here is that "Anyone can be _Example_ if they want to avoid getting killed." If it was at night, everyone would just stay in the villages at night. If it was everywhere, most people wouldn't like the game anymore. If it's everywhere but inside the villages, again, everyone would stay inside the villages all the time.

     With that in mind, why not keep it to the borders between villages, so as to encourage conflict between neighbors instead of internally - while also allowing people to walk freely without fear of dropping dead to the nearest griefer? And if you want to get rid of someone...yeah, you're going to have to find a way to get them there...forcefully, most likely. Alternatively, you could always lock them away for a long, long time.

21
@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.

22
Shinobi Life Online Discussion / Re: Take a look at this
« on: December 14, 2017, 03:31:39 »
You should've seen what they posted for a trailer outline some time ago, then O_O)...

23
A. As you said, they're currently working on just implementing the Hidden Hill into the game as-it-stands - however, it isn't any old prototype, but a representative of what the scope every other village will seek to achieve or surpass. Because of the amount of work that needs to go into this, the task has been ongoing for quite a while.

B. So far as I know, most of the Devs are currently engaged in matters of life and livelihood; therefore, it's more difficult for them to pass on improvements to the mods, which makes it nigh-impossible for the mods to pass that info on to the community as a whole. The team is a piece-meal effort consisting of members all over the globe, with all manner of scenarios of their own to take care of in addition to this project.

C. I don't think we'll ever see Rogue Shinobi NPCs (just because they wouldn't serve that much of a point), but I do believe we'll be getting some basic NPCs such as guards to help over-power trouble-makers within the walls of each village. Venue NPCs may also be a possibility - you might want to make use of that handy-dandy "Search" tab up near the top of the site.

Slow down, Jones...you wouldn't want to give yourself a heart-attack.

24
Shinobi Life Online Suggestions / Re: My suggestions for SLO
« on: December 06, 2017, 20:03:24 »
A. I only found this game last night and I am now in love...

B. ...sorry if it's too much...

C. ...or if it has been discussed already.

A. That's lust, not love, Jones >_). Cool down for a week, then come back; and if SLO still looks pretty, feel free to compliment, but don't force yourself on her. If you want to see an example of ze TRUE passion of ze 'eart, observe the fans of Camelot Unchained: They had to wait for the entire thing to be built from the ground up, and it's only several years later that the progress is even close to Beta.

B. Nah, you were kind enough to space things out into paragraphs. A lot of people (myself included) have made the mistake of vomiting a slurry of text onto the screen...some don't even have the stomach to handle punctuation marks. And as I've said previously to people who can't stand reading a mere page of text: "I pity you."

C. That is not a viable excuse to ignore the "Search" tab.

Welcome to SLO all the same!

25
Shinobi Life Online Suggestions / Re: Suggestion
« on: December 04, 2017, 13:04:37 »
     Good suggestion, although it's pretty much a given that those would be in the game. However, if you want to keep ahead of the curve next time around, make sure to use keywords in the Search function up at the top of the site (next to the Dev Blog and Profile tags).

26
Shinobi Life Online Discussion / Re: SLO Faster Movement Speed
« on: November 16, 2017, 16:55:51 »
Hey guys, i just wanted to tell you that i discovered a faster moving technique.
Basically how it works :
Run at 60 shinobi speed , hold a or d (which side you want to run/slide) and keep pressing c.

     Well...I suppose so, yeah, but it also leaves you extremely exposed to a counter as you're only going in one of two directions, as opposed to the fluid and varied movement of the "lancers" currently playing this pre-alpha. It'd basically be like a chicken attempting to out-maneuver a snake.

     An example of what I mean:
   P1 (chicken) pulls this off when trying to evade or just plain escape P2 (snake).
   P2 lines directly up in P1's path, blocking his ability to reverse directions.
   P2 might not be able to catch up to that speed with regular mach 60, so they either: Choose to jump towards the target (easier for P1 to dodge) or release a Wind Breath at P1.
   P2's Wind Breath doesn't need to specifically hit P1, it just needs to intimidate P1 enough to veer off of the path - at which time, P2 catches up to P1 and finishes them off with several arcing lunges.

     Alternatively, P2 could take another risky move and stop, line up an Earth-Wall or Earth-Dome (preferably the Dome) in front of P1, and then roast or stab them to death once the target has been interrupted.

     For the sake of counter-argument, you might be able to use this effectively if (and this is a big IF), the game currently allows you to keep your Chidori active while dodging. If so, you might be able to stop or reverse direction (stopping leaves you more exposed to the arcing lunge) and hit the opponent dead on in a game of chicken. Of course, you're timing and your connection speed would need to be spot on, but the speed at which you'd be moving might make it harder for the lancer to line up their first few strikes. Make no mistake though, it wouldn't be able to fool them forever...

It's a nice idea, otherwise - excellent for a drag-race!

27
General Discussion / Re: General discussion
« on: November 11, 2017, 05:07:04 »
(I use wow not as an example of gameplay but as an example of complexity)

      Phew...you almost gave me a heart-attack there, Ninja o_>)...

28
Shinobi Life Online Suggestions / Re: Giant Shuriken
« on: October 08, 2017, 00:32:02 »

How would it be 'completely impractical'?

He means as a second strike weapon!! As an ambush weapon it's fine but it would take too much time to wind up if your already in a fight. Unless your able to create some distance with a Genjutsu or some trap.

^

Edit: Additionally, having those extra effects would increase its attractiveness overall -- if it's already going to take a good amount of strength (and the right opportunity to throw it), being able to pin the target down for another blow or two helps balance it out for a wider variety of situations.

29
Shinobi Life Online Suggestions / Re: Giant Shuriken
« on: October 06, 2017, 18:24:10 »
     Sounds like it'd be completely impractical compared to most other shinobi weapons/jutsu...but regardless, it is still pretty cool to fantasize over >_). In my opinion, it should also pin enemies to whatever terrain is behind/beneath them -- within a certain distance of a meter or two, otherwise they're just knocked down or stunned; that could *really* make it an impressive weapon to behold (especially since you'd need to be particularly strong or otherwise boosting yourself with a good deal of chakra to wield it).

30
          Well, that seems to change the whole nature of the original argument -- but if that's the case you were trying to present (that being, you shouldn't be allowed to remain perfect and thus master everything without ever having to continue practicing past a certain point...aka, the opposite of Hanzo The Salamander), then I've got nothing against that type of a system.

Spoiler: show

          As a rider though, I think we should compensate people who leave the game for a long time (say...a month or more) with a system that briefly allows them to brush up the stats on older(dormant) techniques...like any skill, you shouldn't *completely* forget how to perform it.

 A slight booster to the exp they gain when training/fighting for an hour or so every day for a week, perhaps?

Edit: Just for that character, that is.

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