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About Me

Found 22 results

  1. não sei se.. eu só não consegui configurar direito o meu, mas, eu me senti incomodado com o fato de atacar um determinado inimigo somente quando eu viro na direção dele.. até ai tudo bem faz muito sentido isso... mas penso que poderia ter uma forma de trava a mira em um determinado inimigo e quando a tecla de ataque ou habilidade fosse pressionada ele girasse na direção do inimigo selecionado.. pode parecer que só estou querendo facilitar o meu gameplay.. mas as vezes muitas coisas estão acontecendo na tela e não percebo que não estou atacando o alvo( na dangeon por exemplo tem dano subindo do boss o tempo inteiro)... as vezes tento fugir do inimigo e quando viro novamente na direção dele pra atacar acabo atacando um outro inimigo e vem dois pra cima de mim.
  2. U can probably see these in most of the RPGs, but they're a necessary. The types of damage can be applied to weapon, or a weapon itself can have them. Types of damage: Physical Damage - Basic damage done by normal weapons. Magic Damage - Basic damage done by spells Fire Damage - Bonus damage when attacking Water Monsters Water Damage - Bonus damage when attacking Fire Monsters Earth Damage - Bonus damage when attacking Air Monsters Air Damage - Bonus damage when attacking Earth Monsters Light/Holy/Blight Damage - Bonus damage when attacking Shadow Monsters Dark/Shadow/Void Damage - Bonus damage when attacking Light Monsters Explosion Damage - Good for Splash damaging Electric Damage - Bonus damage when attacking Robot/Electronic Monsters Crystal Damage - Bonus damage when attacking Crystal Monsters (Note: I'm just showing most of the types of damage, I'm not suggesting adding every of them.)
  3. Here I talk about some things that would greatly improve gameplay. First I will comment on some things that I thought straight away. - A key to zoom in / out on the map (I suggest the +/- keys by default); - Mouse Scroll also to zoom in / out on map; - Key to interact with NPCs / scattered items (I suggest F or G by default); - R-Click mouse on floor to move; - Double L-Click mouse on enemies to attack with first skill (assuming first skill is basic attack). These are some of the key things that would make the gameplay much more fluid and friendly, without requiring players to keep switching between mouse and keyboard at all times, which is quite unnecessary and stressfull. These are the only ideas that came to mind for now. I believe that in the course of alpha I may have some more suggestions regarding this.
  4. Brief Context The behaviour of stacking some quests to be completed because the place that the npc to complete them is kinda far, is normal for the player to just wait before going to complete it and first complete other quests in the way and get some new ones in the process, then going for the further one to deliver it and this way optimize your time. That is very natural. The Problem But well, when you have a 10 quests limit you just cannot do this sometimes, I ran into this problem often times when I was playing yesterday, and then I was unable to get more quests and needed to walk great distances without needing just to complete quests before. And i found it a very bad experience. I don't see a good point for limiting the active quests to 10. But I clearly see a bad point of doing that. Solution Raising the quests limit to something like 20 or more. Another way to get rid of this problem is to have an option to disable some quests temporarily so you can accept the other ones and only the active number that limits to 10.
  5. Every race can have some sort of small bonus (passive spell), which isn't making them OP, but can help players choose. Vulpians - Faster movement Denelites - idk 'xdd Ophimanders - Faster regeneration Cerbalis - More health Azralians - Better stealth /harder getting caught/ (pickpocketing or lockpicking too if you're planning on adding some of them) Or just a special spell for every of them.
  6. bueno en esta parte es una sugerencia que puede que varios necesiten o no pero me gustaría ver este juego en español porque me a causado bastantes problemas al no poder entender al máximo varias misiones o quest y me a costado bastante poder avanzar bien
  7. Se inscreva no canal e deixe seu like Não se esqueça de entrar para nossa guilda!
  8. Bonjour à tous, Après une vague discussion sur le discord de Naîca avec Zeddo et une autre personne "Beerus", on aurait trouvé peut-être un "défault", tout comme moi, on l'a fait remarqué que les chemins de libre passage et d'autres petites zones sont moins visible ce qui fait que nous joueurs, avons peut-être du mal à discerner les passages notamment dans la seule zone de jeu qui est les marais, j'aurai donc peut-être une proposition à faire.. ( surtout problème relevés sur mobile ) Comme vous l'avez tous remarqué, je l'espère :,) nous avons une carte pour nous repérer dans la zone mais celle-ci est tout aussi flou sur les différents passages, pont notamment et j'aurai donc peut-être un moyen d'arranger ces deux problèmes, il s'agirait d'une petite case à cocher activant une option qui afficherait une nouvelle carte coloré uniquement de noir et de blanc ( ou de gris) qui pourrait nous aider à différencier les zones accessible et non accessible en plus de cela, on pourrait rajouter des "étoiles" des icônes en plus sur cette map pour aider à la compréhension de ce qui nous entoure après ceci reste une proposition et donne toujours à un débat ! J'aimerai savoir votre avis la-dessus et si vous avez eu du mal à comprendre cette suggestion, faite le moi savoir Je m'excuse d'avance pour les potentiels fautes d'orthographe dans ce bout de texte ! Merci d'avoir pris le temps de lire cette suggestion ! ( je n'ai pas d'illustration pour cette suggestion, je suis désolé )
  9. It is not comfortable to manage different skills (with cooldowns or not) because they are not applied/canceled/ignored if current action is not finished. It make player to miss timings, continuously tapping on needed other skill, loose some seconds when you just missed with action animation and you tap on skill but your character is just staying and do nothing.. something like this Suggestion: Auto action option - make ability to mark action skill as auto-applied - at least for general attack Action queue - to avoid issues with timings make it possible to put actions in queue - at least for 2 actions. just not to miss timings and this tapping on the next action you want to perform.
  10. ENGLISH : We should be able to TP between the checkpoints to move on the map (which is huge). So that would be easier to complete quests, repair our equipment, etc... FRENCH : Nous devrions pouvoir nous téléporter entre les checkpoints (la map étant énorme). Cela faciliterait le déplacement, afin d'aller faire des quêtes, réparer son équipement, etc...
  11. It is really uncomfortable to deal with all this bags on the ground Suggestions: Auto-loot option - add option to pick up loot automatically while not in combat. or not pick up - just open loot window Loot merging - merge all the loot from nearest bags to one loot window, just not to tap on each bag and so on... Long tap response delay - don't know if it is something with connection (but i'm almost sure there was not something related) but what I see i that after tapping on item while gathering loot or in bag - there is big response delay
  12. MASTERY220


    Describe your suggestion in the title: Be concise but be precise. Ability to win at events /craft, cosmetic items that you can apply on weapons/armor(Mostly end game) Example: Normal wood sword+icy aspect=a wooden sword that has snow particles or looks different Or actually being able to add the sed aspect to the weapon giving it an ability Example: Normal wooden sword+ icy aspect=Icy wooden sword of chilling, effect( slows target for 30%) As for the armors it could just change how it looks or it can add resist
  13. tendo eventos semanais ou mensais,tanto para guildas ou mesmo em algumas areas do jogo ou metas/quests a se comprir ,seria um meio de evoluir/se divertir (ou os 2 ao mesmo tempo) no jogo de uma forma diferente,sem contar que são infinitas as opções de eventos né,tanto pve, pvp ou alguma coisa diferente mesmo,masmorra especial,raid especial,alguma coisa do tipo,e poderia ter um "evento semanal (ou mensal) dos players, aonde vocês formulam algumas ideias de eventos pra introduzir no jogo e postam aqui no forum,e os players votam,tlg. acho que os mano tudo deve concordar com isso,afinal é mais um meio de gameplay né kkk,tmj. Fé Fuba-Brasil
  14. The feature I am most excited for is guilds, without question. It will be a big thing for me so I have some suggestions surrounding guilds and a potential personal Guild Hall. First suggestion: Guild Hall (Guild room) Players will be able to obtain or purchase a personal Guild Hall after the creation of their guild. Having a personal Guild Hall would be amazing! I want to feel as close to the game as possible, so having a home to share with guild mates seems super cool. Guild Halls would be identical to the ones of other guilds at their base or core, just a simple empty room (size undetermined). The Guild-Master, or whatever you may call that position (because you can change it!), will be able to decorate the room by adding furniture or displays, maybe a board showing all the members and their online status. You may be wondering how one may obtain said furniture. This could be fairly simple, they could be crafted with materials found throughout the world. Your guild’s nicely decorated Guild Hall could show you mean business! If Guild Halls were implemented into the game there is no doubt that there would be thousands of them, that is why it may be smart to add a price tag to have one. Plus having a whole bunch of rooms may equal the demand of more servers. Similar to having your own very tiny world. “Servers? What do you mean servers, Jigoku?” Let me explain in my second suggestion. Second suggestion: Guild Hall Directory Because guilds will have their own Guild Hall that means they will be entering another space, not showing the outside world. Every Guild Hall will look exactly the same “naked” but once decorated it will be unique and special. I would want people to see our Guild Hall so I suggest some sort of directory system. The directory would be a menu where players could search guild names and enter their Guild Hall. This allows people to chat with members of the guild or other players that are in that Guild Hall at that given time, like a social space or meeting grounds. Players could get to know the members before applying to join. Guilds may not always want random people to enter their Guild Hall so the Guild Master would have the option to turn the Guild Hall’s entering availability to “private” or “public” (“members only” or “open house”). The Guild Hall Directory could also have a “Featured Guilds” section for guilds moderators or developers find worthy of recognition. The Guild Hall Directory buildings could be found in towns or checkpoints. It could maybe be a building labeled “Guild Hall HQ” or something. Conclusion: I know that was a lot to read but thank you. These features are something I feel everyone will love and I hope you developers take this into consideration, I know it would be a lot of work but you have already shown such resolve. I do not expect this feature to be considered until the full game release. If you have any suggestions or add-ons don’t be shy! Peace, Jigoku
  15. I've watched the video on the pre-alpha and I think the combat needs to be more fast and maybe add a dash or a roll, it would make it more challanging and fun. Best of luck in developing the game!
  16. Quick question for the developers, I recently rewatched the first DevStream and noticed in the gameplay that you had to left click on the attack button on your screen to activate the attack. I was wondering if in the future one would be able to map specific keys to use an attack, it would be easier to focus on the battle at hand than to look away and make sure you left click that attack button. This question may be unclear so if you have and questions don’t hesitate. Jigoku
  17. Suggestion, In previous games that I have played , such as guild wars 2 and other MMO's there was an interesting mechanic that allowed the more hardcore players to be noticed through out the online world. For example in Growtopia, they had things called legend quests where players could complete a string of tasks which at the end would give a reward. The reward could be as much as a flashy title infront of the player's name for example "Merciless, Healer, Overlord, Wise" etc. This could give the community things to strive for in the down time along with the pop up quests that @Jigoku mentioned. Thanks for consideration Flex,
  18. Pitch: Keeping the game interesting and exciting is important to the game developers, I assume. An idea I believe will make players want to log onto Naica Online and play is a "pop-up" quests or limited time quests where when completed one is given a quest specific item that can no longer be obtained after said quest. These quests could be live for as low as a couple hours or potentially a day or two, up to developers, the lower the time the rarer the item will be afterwards. Why I believe this is a good suggestion: Having quests that only take place for a couple hours will not only show who the true Naica Online lovers are, but it will also be urge people to log on to take a crack at the quest and potentially snag themselves a new rare item. These rare items obtained by the "pop-up" quests will most likely become a driving force in the player vendor feature, thus making players play to save up currency to buy one of the rare item. Fighting against the clock to finish a quest is also very fun and exciting, although players may encounter some heartbreak when not being able finishing in time, it will push them harder for next time. Having one of the rare items that could only be obtained once is also very satisfying and would make players feel proud and special, all thanks to their efforts and time spent playing Naica Online. Some Cons I could think of: I feel the main problem with this feature would be different time zones, and people being asleep or what have you, while the event is live. A potential solve would be releasing the "pop-up" quest for different regions at different times. Another potential problem would be the developers having to create new items consistently for these events/quests, but I believe it is better if Naica Online does not release these "pop-up" quests regularly because having a "rare item" would not longer be rare. If anyone has any suggestions make sure you leave them down below, I speak english and french so I will understand comments in those languages, if some comments are in another language I ask the community to assist and translate for me. Thank you, Jigoku
  19. Petko

    Skill Tree

    Hey so i seen your skill tree but for MMORPG game its kinda small. I think that a lot of people will agree with me. Maybe its just for alpha but i hope it will be expanded. If expanded the current system won't work or at least that my opinion. What i mean by that u have the mechanism that allows you to skip a lot of skills in one class and get one powerful at the end. For example u can have all three skills in sword and then you can skip 2 in archery to get third one ( assuming its the strongest ). That is not a big deal with small skill tree like this but if you want more diverse gameplay you gotta have bigger one and if sword has 10 skills and you get them you can just take 10th staff and 10th bow skill. I like the game, I'm just afraid it won't have a lot of different options. I read forums and people are divided between 2 or 3 races. Also it would be nice for all alpha testers to get some rare items that other people won't be able to obtain just as a sign of loyalty to the game. It doesn't need to be something powerful just a little trinket. My idea is something related to chickens since we will kill a lot of them in alpha And last thing good job guys. I really like the idea and hope alpha will come out soon. Ill play alpha/beta versions no matter what you do with the game becouse you have such amazing game idea that its hard to make it boring. Good work guys!
  20. Hello everyone! Recently I've had an idea about ranking the monsters/bosses/ in ranks, so it will be easier to know if you can take up a quests/boss battle or not, monster ranks (Tiers) could be divided such as; Monster Ranks S-Tier A-Tier B-Tier C-Tier D-Tier E-Tier Extremely Powerful Enemies Very Powerful Enemies Powerful Enemies Intermediate Enemies Weak Enemies Starting/Very Weak Enemies This could be very useful when selecting dungeons/raids So an "A-Tier Dungeon" could be as the following; the monsters are B-Tier or C-Tier and the dungeon boss an A-Tier and if you're lucky (or unlucky ) the boss could also be an S-Tier! BONUS It would be nice if we also could know how strong is the enemy compared to us (the player), so a nice way to find out without dying is; The enemy name color will change based to your level/stats, so if you're just starting out (Lv.1) the chart should be similar, but after getting stronger (e.g Lv.10) the "Dragon" may appear Orange! Thank you for reading! - Phanta
  21. ¿Que visiones tienen del juego hasta el momento?¿En que creen que deberían mejorar? Yo por mi parte , creo que la Alpha tendrá lo justo y necesario , sin embargo lo suficiente para divertir un buen rato. Y donde tendremos que reportar cualquier tipo de error de programación y sugerir ideas. Lo bueno es que aparentemente el juego no tendrá publicidad (En android) ni será p2w , según comentarios de Instagram.
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