Poll: Which part is the best?
23 vote(s) since January 2, 2012 2:26 AM
-
1st (13) (56.52%)
-
2nd (0) (0%)
-
3rd (1) (4.35%)
-
4th (1) (4.35%)
-
5th (5) (21.74%)
-
6th (1) (4.35%)
-
7th (0) (0%)
-
8th (2) (8.7%)
Topic: Sand's Suggestions of 2012
There are no members reading this topic.
Posted on January 2, 2012 2:26 AM
First part
Weekly Missions
IMO, 2 arenas are enough. My idea is to make something different from arena in upcoming regions. It can be on example the Kemuri Village. Since Kemuri and Budou clans are already unlocked, in their villages there will be no point in doing missions for unlocking something. Instead of that I suggest a new region structure: 4 villages by default, 1 additional village (Kemuri or Budou) and one shop. When a player enters a village he will be able to do a weekly mission. It can be a mission to make 40 assassination points with some decent penalty, task to win 4-5 battles in a row, win X amount of battles with X character etc. Of course those missions should have a decent prize (15-20 tokens for example). So weekly missions can be generated by a game engine or by admins theirselves every week. There is a reset after 7 days, like in arenas-in the same time. Also, they could add a special prize for doing those missions every week like clan items of Kemuri and Budou clan.
Second part
Village mobility
Story-wise, Hebi village is always moving and never has a permanent location. Therefore it could be made like that on a world map too. So everytime a player enters a Hanto region map, Hebi village is always on a different place. This can also be done for Kemuri since they don't live in a village. They have a camp made just to be mobile so it can be shown on a map too. This is not very needed, but it would be very interesting.
Third Part
More Attractive Story
I've started playing WoN from the begining on my new account. My main goal is to read all the story. My conclusion is that playing this game is more fun by reading stories too (Dialogs and mission descriptions). You should do something to make players read those things. I've already suggested Narration of Dialogs, I guess people like it. For some reason, it will hardly be implemented, so as the every suggested feature. If narration is taken down, just do anything to make the story more attractive.
Fourth Part
A bit more logic into the game
As I said in the third part of my suggestions, I've started playing on my new account from the begining. Now, a thing that is bothering me is: For example, in Senboku village, when Amaya is kidnapped, I have to do a mission to find her (Sadly it's just a plain mission like every other). Then suddenly, although I have no idea who is Amaya, I get into a fight with her. I'm talking story-wise. I know this is an arena game, but it doesn't make any sense. people who are on missions and have not met some characters yet, should not get into a fight with the same ones. I know that there is a little amount of players here, so perhaps this suggestion should be implemented when this game grows more.
Fifth Part
Cloned?
This suggestion is similar to the fourth one, but more logical. How can Hana battle Hana? Same applies to all characters. They should do something with logic of this game. And yes, I know that this is just a game but more logic would not hurt. This is actually not necessary but I would like to see that implemented. Maybe the right time for it will be when this game grows more.
Sixth Part
Template based mission... Please, no... v.v
As everyone knows, almost every mission is based on a template. Make 20 assa 20 coll and 20 dis points. Why the hell is it like that? On this topic, I'm presenting you my new suggestions: More AI's. Why? Well, I already said that, current mission system is just stupid. It ruins every piece of WoN's awesome storyline. On example, In demon's lair, Mission is called "The Siege". You need to kill all Toge's men and enter a fortress. Then why am I still battling real people? Are they Toge's men or what? Instead of that, I suggest a simple AI battle, where you have to defeat 25 guards. Every win gives you 3 defeated guards. By implementing that, admins could hire the artist to make more guards and bad guys because we have only those red and blue guards... v.v This suggestion can also be applied to the first mission in Shishi clan where you need to kill some mercenaries with Takeko. I doubt real players are mercenaries. You know what I mean. IMO, This is really needed to give this game a bit more life.
Seventh part
OP as hell?!
AI bosses are very overpowered... Even they should be like that, new players are always asking how to beat them. Yeah, we have a guides section, but why read those guides, there is no point? Some bosses are pretty unbeatable without those guides, for example Jikkousu... You can't beat her without Nori and Jun. No way!
Story-wise, AI battles should be the hardest ones, but I'm just saying... Nerf them just a little bit.
Eighth part
Pain...
Perhaps we should have one more type of affliction. I suggested it already I think, but nevermind, I want to hear the thoughts here. It could be, for example, Frost affliction colored in cyan. Description: Frost affliction is caused by ice attacks. Nothing more, nothing less, nothing complicated. As I know so far, we should get an ice clan in one of the upcoming regions, so this would be perfect for that.
Posted on January 2, 2012 2:29 AM
they would easily run out of these special prizes, but in all the idea seems like a very good one ^^Also, they could add a special prize for doing those missions every day like clan items of Kemuri and Budou clan.
The ONLY reason WON doesnt have more members than N-A is because its fairly new!
Evil face: >:D
My face: >:D
Posted on January 2, 2012 2:35 AM
Posted on January 2, 2012 2:39 AM
Once a week for the missions idea, 15-20 tokens seems a lot aka at most 60 tokens per day.
That's why there is a task to make 40 (or even more) points of X specialty.
Posted on January 2, 2012 2:50 AM
Once a week for the missions idea, 15-20 tokens seems a lot aka at most 60 tokens per day.
I agree about the once a week thing. It would be a lot of work for the admins to make a new mission every day.
Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing? Then why call him God?
Live a good life. If there are gods and they are just, then they will not care how devout you have been, but will welcome you based on the virtues you have lived by. If there are gods, but unjust, then you should not want to worship them. If there are no gods then you will be gone, but will have lived a noble life that will live on in the memories of your loved ones.
Posted on January 2, 2012 2:55 AM
(...)
That's why there is a task to make 40 (or even more) points of X specialty.
Nah still once a week, and that mission is a little...crazy.
But yeah, even if that amount is a lot, advanced players can "easily" get the tokens everyday.
How about this, Once they complete the mission, they will have to wait one week for it.
^ Either that or just a random day of the week.
Posted on January 2, 2012 10:57 AM
Posted on January 2, 2012 12:06 PM
Either ways. nice suggestions. I would be ok with this as long as the "market" villages are present every region (like Hebis and Seishins).
Posted on January 2, 2012 1:09 PM
PS: The first suggestion has already be suggested by some other people and me, but unfortunately it was turned down.
Here

"With my right hand I will save humans, and with my left hand I will save the Akuma."
Posted on January 2, 2012 3:59 PM
Feel free to comment and vote.
Posted on January 2, 2012 5:34 PM
Posted on January 2, 2012 10:00 PM
Village mobility is just not happening. That would require designing several different maps and randomly loading them each time you visit, for no reason other than to randomly move them around. Perhaps if later in the game we could create a system whereby certain things are only available when a village is in a certain place, and they change at certain times of the day or something, then maybe there would be a reason for implementing this, but as is it'd serve very little purpose to do it.
I already said narration wouldn't be happening any time soon, but what would you be thinking to make the story more attractive? We want the story to be read for sure, but not everyone reads it, so it can't be made into something you literally must read and all. I'm trying to throw in as much stuff as I can to make the stoyr more interesting, but any ideas you have I'm always good to listen too, just may not act upon them.
For the last two you seem to be asking a heck of a lot. You're asking that the game never match people using the same characters together, and not allow them to swap in the same character? Sure it doesn't make sense to play Hana vs Hana, but as I've said several times all over the forums, those battles aren't part of the story persay, hence why you can still use region 1 characters in region 2 and so on. If we were to go full out 'logical' then no one would ever progress past the first mission of a new region, since they'd all only have access to the characters that would logically be in that region, which is the samurai starters and no one else, thus they would all be using the same team and not be able to match with each other. It'd be nice if we could have something logical in the match ups, but in this type of game it really can't be done.

Big thanks to JoeTurtle for this one^^
Posted on January 3, 2012 1:13 AM
Daily missions, no way no way no way. I'd have to write so many missions in advance because I have things like a life which mean I cannot be writing missions every day, not to mention I have regions to write and such which means I could not be spending part of every day writing a new mission for the next day. Weekly perhaps is possible, depends on how much control I have over it and how much I am relying on admins to okay it, because when they have other things to do my stuff takes longer.
Well, assuming everyone likes weekly missions more, I'll change the first part.
Village mobility is just not happening. That would require designing several different maps and randomly loading them each time you visit, for no reason other than to randomly move them around. Perhaps if later in the game we could create a system whereby certain things are only available when a village is in a certain place, and they change at certain times of the day or something, then maybe there would be a reason for implementing this, but as is it'd serve very little purpose to do it.
I exactly know what needs to be done in order to implement this. Changing position certain times a day is perhaps better option. Yeah, there's no a benefit of this, but as I said, it's not necessary but it would be interesting if it were implemented. x.x
I already said narration wouldn't be happening any time soon, but what would you be thinking to make the story more attractive? We want the story to be read for sure, but not everyone reads it, so it can't be made into something you literally must read and all. I'm trying to throw in as much stuff as I can to make the stoyr more interesting, but any ideas you have I'm always good to listen too, just may not act upon them.
As I know, I didn't write "Implement this NOW!". Those suggestions are made just to take some member's/admin's time to see what was happening in my head for a long time. I finally collected enough will to write all of these things. I know there are a lot of things in progress and a lot of things is meant to be implemented, but oh well, suggestions can just make things better, right? Not everyone has to like them. How to make story more interesting? I've no clue actually, but I'll make something out.
For the last two you seem to be asking a heck of a lot. You're asking that the game never match people using the same characters together, and not allow them to swap in the same character? Sure it doesn't make sense to play Hana vs Hana, but as I've said several times all over the forums, those battles aren't part of the story persay, hence why you can still use region 1 characters in region 2 and so on. If we were to go full out 'logical' then no one would ever progress past the first mission of a new region, since they'd all only have access to the characters that would logically be in that region, which is the samurai starters and no one else, thus they would all be using the same team and not be able to match with each other. It'd be nice if we could have something logical in the match ups, but in this type of game it really can't be done.
You are right, but something can be done for sure, but once we have more members playing this game. Also, I think there is logic in mixing R1 and R2 characters. When you finish the final mission in certain village, the daimyo gives you the clan item and says that his clan will help you whenever you need help. I mean R1 characters are not invalids so they can move to R2 and otherwise.
Posted on January 3, 2012 1:48 PM
Posted on January 4, 2012 1:19 AM
Contribution: 1,034 (966 + 68)
Joined: May 29, 2011
And to Nori, maybe not a seperate missions every day you would have to type up. More of a reoccuring theme.
Ex:
You go to someplace where the WG is in the region. (WG=White Guardian)
They then tell you someone if making trouble (like some bandits)
So you have to win 3 battles for a mission.
Then as a reward, you get 6 tokens, Hooray!
Then in R2, Yuurin could say someone is trying to steal something (Like Kozan Crystals, or Kusa Flowers)
SO you go win 3 battles (Or you could make it against a certain character, or with a certain character) and tada! 6 more tokens.
THis would make it easier to gain tokens (Adding a total of 12 more tokens each day)
ANd it's simple. Then the next day, when your tokens reset, the same storyline/thingy could happen, meaning no constant writing for Nori xD
Just my suggestion on the topic.

Thankies low for da avatar :3
