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  1. 66 points
    Dear Ninja, It's been a really long time since I've posted a development log. This is going to be the first one of 2018.. don't expect a lot of these though! It takes up time to write these and prepare pictures and stuff, so most of the time, I'm just going to implement them into the game quietly. But as we move into the next development phase, I thought it'd be interesting to share some plans for the future. The current development timeline is.. Mastery Combinations The recent balance changes was to make way for new jutsu based on hybrid stats builds. This is the start of level 50+ content, jutsu styles like Medical + Taijutsu giving Tsunade/Sakura aka. Inner Strength style. Inner Strength style will be scaled based on Agility and Chakra stat. We will release these combinations one by one starting with Inner Strength, then Taijutsu and Sword + Elemental Masteries, eg. Water + Sword to get Suigetsu/Zabuza style jutsu. Lightning + Taijutsu will give you Raikage style jutsu. Elemental Kekkai Genkai will take a backseat for now (eg. Wood Release). Second Non-ninja village Takumi village is a smaller, non-ninja village. There are multiple of these planned for each country. Takumi village is in the land of rivers, ran by the Daimyo of the land. The next one is a slightly larger casino/gambling village inspired by Tanzaku Quarters (the village they found Tsunade in), which will feature ways to lose all your savings! Forbidden Techniques I get this question about jutsu like Rasengan or Hiraishin Technique a lot. "What mastery is it going to be?". It's been one of the trickiest thing to balance, but I think I've managed to find a way to balance such techniques without being over powered. The latest addition of limited jutsu slot is one of the changes made to accommodate such a balance. With limited slots, just learning every jutsu becomes impossible. Combined with the rarity of these scrolls, you will find that even though very few ninja will have Rasengan for example, it will not break the game because they will be sacrificing another jutsu to make way for their Forbidden techniques. It will still be a challenge to fine tune these jutsu to not be over powered, but still feel valuable and pay homage to their anime counterparts, but I have no doubt we're going in the right direction! Specialized Masteries Once you reach level 50, you will be given the choice to specialize in your previous mastery to unlock Advanced Jutsu for that mastery. Eg. Taijutsu + Specialize will give you 8 Gates style Taijutsu. Fire + Specialize will give you Advanced Fire Ninjutsu which will feature even more crazy AoE. Specialized Masteries continue to scale with damage. Land of Iron This one has been in the works for the longest time. But it was postponed due to it being something from Shippuden. So it felt like it had to be level 50+ content. Once the new jutsu are released, it should be about time to implement all the art done for it. Mist village A slightly more distant goal, the hope is to release the legendary bloody mist sometime within the year. I hope this gets you excited for the year ahead! There's also probably going to be a lot of smaller misc. things added through the year. As always, it's not going to be easy mass producing high quality art, so I hope for your support in this journey. Regards, Rory
  2. 64 points
    Hey guys, Just a less gameplay, content related development log, and more a thank you here - so only read if you really care about the game and my own life stuff. Thanks for supporting us monetarily First, the thank you is because this past month has become the most financially successful month of Nin Online in it’s history since 2013, which is incredibly humbling for me because I never thought the game would see so much support. From the start, I’ve been very adamant about trying to be ethical with monetisation and making it as non-Pay2Win and as optional as possible. We sell strictly only cosmetic items in the cash shop, and exp boosts apply to everyone, which was an idea taken from a peer game that saw much more success with the feature because of the larger player base. That being said, doing this has no doubt been one of the reasons for the Long-term support of our most dedicated ninja in this community, whereas multiplayer games in the same genre which are selling out and becoming P2W dwindle in player numbers, Nin has been consistent and even growing! Thank you for from the bottom of my heart for supporting the game’s development. We have more in stall in the coming months and have no intention of slowing down in content. To be fair to the contributions, everything past a reasonable living is what I have and will spend on speeding up development of content on the game. In recent months, I’ve been paying Seth to rework the server in a modern language, and this month’s sales incomes are going towards paying a freelance artist, Zane, to create more summons - which in just the past 2 weeks meant 2 new animal summons on top of the content that I added. Thanks for supporting us by playing In the past few months, there’s also been a lot more active players than usual, and it’s very encouraging to see whenever I come online. It has been a tiring 6 years to create the world of Nin and the characters in it, and it makes me happy to see it explored. I try my best to leave little Easter eggs and lore around, and it makes me happy to know that people have lived through this world. A lot of people have expressed positivity to the amount of new content that has been added in the past few months. But in all honesty, these past few months have been better for me in terms of work, I’ve not needed to put in as much effort as the past 5 years of development because a lot of the groundwork has been laid out and a lot of the systems that are created like clans and summons are not entirely utilised yet, but have been implemented. So it’s a lot more of doing the fun stuff, and not so much the nitty gritty boring backend stuff. With better financial support, I’ve also been able to get help, which is much needed. On a personal note As some of you all know, making Nin Online has taken a good part of my best years, and I while I don’t regret it, hear me out. When I started Nin Online in 2013, I worked on Nin day-in and day-out non-stop, even working through nights in my mandatory conscription, when I finished that, I was a graduate of game design and was immediately scouted to join a game studio, which I left to continue working on Nin Online, which was at the time not making money. As I see my peers working in reputable game studios like Square Enix and Ubisoft, it is a little bit worrying for myself as to the Long term viability of this game to sustain my life. I’ve also chosen the much less conventional path, which is scary in itself. As it stands, Nin Online is not great income for myself, but is more than enough for me to live my frugal life style while not worrying about rent and bills - but that’s because I don’t have any debts to pay off or people depending on me to feed them. But I eventually do want to get married, buy a house and have kids. I’m not young anymore, and so I do have to worry about long term career unlike when I started this at 18. Which is why I’m just making this personal note to ask that if I ever do announce another indie project, that I would get the same support or at least your consideration before the inevitable things like “cloud when?” Or “go back to working on Nin”. Because as I’ve said, I have no intention on giving up on Nin Online. But at the same time, I don’t intend for it to be the only thing I do with my life and skills. If I do have other things I’m working on, you can guarantee that it’s at my own expense and not at the time I would’ve worked on Nin Online. From 2013, the way I mainly funded myself and the development of Nin Online was to take freelance work from other game Developers and studios. But In the past year, I’ve been able to spend less time on freelance, almost none at all, and focus that time and energy on Nin Online and side projects. I love Nin Online, I have no doubt that the players here love Nin Online. But I really hope that when I do inevitably have more to my resume, that my time contribution to Nin Online will not be discredited by time spent on other things. This is no doubt the proudest thing I’ve made. But I hope that when I announce Shinigami Online, Pirate Online and My Hero Online (jk I’m not making any of that, mmorpgs are way too much work for a side project) that it’ll be supported by everyone, and I don’t expect anyone to pay for anything - but a quick shout out, a nice steam review, a retweet, a share, all of that would be appreciated, and anything else I’m successful in will also help me pump that back into improving Nin Online and getting more help. BUT YES MORE UPDATES ARE COMING, CLOUD WHEN - Probably not for a few years - BUT UPDATES NONETHELESS. SAMURAI, MORE DOGGOS, BUFF FAN BUFF WIND, PUPPETS REWORK ETC. NO ETAS. STOP ASKING ME FOR NAME CHANGES. HAPPY THANKS GIVING!
  3. 58 points
    Dear Ninja, Soon™ is finally here as we prepare to launch the Hidden Mist Village as the third playable starting village for Nin Online. This will be a game changing moment as it will be the biggest update since the launch of beta in 2017 (which introduced Sand village and Missing Ninja) in terms of content being introduced at the same time. because Mist village will launch with plenty of new content! The Land of Water Welcome to the Land of Water, a region ruled over by the Water Daimyo. The creatures and enemies roaming this new land is unique to it's shores. Even if you are not a Mist ninja, soon your missions will take you to the Land of Water, so you'll soon explore it yourself! Along with the Mist Village, a smaller village will also be present on launch, a small settlement on the edge of the Land of Water which will be used for storyline missions as time goes on. The Land of Water is a country ravaged by war. Bloody, and bloody poor, not everyone can afford to live in the biggest village. The mapping done for the Land of Water, including the Hidden Mist Village itself, is in my view, the finest of all the game so far. With detailed forest maps, and more details fit into each screen than ever before. The village is expansive, and all in all, we're introducing almost 50 new maps at once (including interiors of course). New Organization: Hunter-nin Hunter-nin are a concept unique to the Hidden Mist Village. Replacing the concept of an ANBU, hunter-nin stalk and kill missing Mist ninja to protect the secrets of the Mist. When the Leaf and Sand ANBU get ANBU swords, Hunter-nin will get water whips. New Organization: Mist Military Police Force Basically the equivalent of LMPF and SMPF for the Mist. The MMPF will be available at launch. However, due to the lack of Chunin in the village, there will not be much use for the organization early on. New Sub-mastery: Soap Bubble Style Just as the Leaf village has Gentle Fist style and the Sand village has Fan Style, the Mist village will launch with a complete and unique sub-mastery as well! New Politics With the introduction of a third village, a lot will change in terms of politics. Leaders will be hard pressed not to maintain a good relationship with at least one other village. Being in war with two villages will be hard for a village, so alliances will actually begin to matter. The Mist village will be ran as a militaristic dictatorship, where power will be challenged by others every few months. It will be a survival of the fittest. A battle to the death will determine the leader. This is very different from the Leaf village which is a democracy, and the Sand village which is a monarchy. With this, the kind of player who seeks for battles as a way to consolidate power should gravitate towards the bloody mist. The advisers of the Mist village will consist of 1 member of each clan in which the Mist leader favors. So once the victory has been won, as a check on power, the leader of the Mist village will choose 3 clans, which will each elect a respected member of the clan to become an adviser to the Mizukage. If all 3 clan leaders decide to, they can call for a battle to find a new leader at any time, but it has to be a Unanimous decision. As with any good dictatorship, we've already chosen that the village will be ran by no other than Mizukage @Kenock, with myself and @Sezu as the advisers to the Mizukage. We will work (mainly Kenock) to maintain some semblance of order while the village is in it's growth period without any proper ranks. New Soundtracks Of course, with a new location as major as this, we will be introducing new music to bring out the gloom of the Hidden Mist Village and the Land of Water. And even more..! The Mist will launch with just one unique summon, and more after, initial clans will be ready... I'll be detailing the work done for the village in further details in a development log post launch. New Launch Date We're here at a point we can safely announce that the launch date will be.. Regards, Ueda
  4. 45 points
    Hayashi Attire Concept By: Yousei Reiketsu *Edited December 19, 2020* I was playing around with some concepts lately, After seeing a lot of the clans attires recently being imported into the servers I was inspired to attempt to make something neat of my own. The concept above derives from many vast inspirations. In this post Ill be breaking down each piece while providing additional backgrounds upon what slots are these concepts intended to fill, a brief description of them, as well as a little bit f background upon the process in which how these pieces came to be. Hope you enjoy them. Attire Components
  5. 44 points
    Dear Ninja, It's been months since the last development log as usual. Since the game is already released, often times it makes more sense to just release things rather than spend time explaining what we will release or have released. The content speaks for itself! Since today has been a rather productive day already, I wanted to take some time off from patching the game to talk about the current plans for Advanced Masteries and the content on it's way. We have a lot planned and here's a short roadmap (with no ETAs). Planned Updates with no ETAs 12 Guardians Ninja for Leaf village This is the Leaf equivalent of 7 Swordsmen of the Mist and the Puppets Brigade for Sand. 12 Guardians will wear a sash that will increase their stats while worn. Finishing the remaining 3 Clan Outfits! Amazingly, thanks to the contribution of our artists and players who have mostly commissioned other artists to do custom clothings for their clans, we've completed 12 out of 15 of our clan's looks. Arbitrary Level Cap Increase from 50 -> 60 The level cap will first increase from 50 to 60, with some caveats. There will be no new content released along with this, and nobody is expected to grind this out. There will be a level 50 quest line coming in the next round of updates that may take awhile. Here's where things get a bit interesting. From level 2-50 you gain 5 stat points per level, however, once you past level 50, you gain 4 points per level. Once you past level 60, you gain 3 points per level. This is a complete explanation.. 2-50 - 5 points per level 51-60 - 4 points per level 61-70 - 3 points per level 71-80 - 2 points per level 81-90 - 1 point per level 91-100 - no points This may sound confusing, because why is it that it's becoming less rewarding to level past 50? This is to balance PvP at a mid-level rather than all the way at the end game. Or simply put, the stats rewards is purely based on this philosophy: "A lower level player should stand a chance against a high level player" Or in simpler terms "A level 50 should be able to fight a level 100 without feeling it impossible, a level 70 should have a fighting chance against a level 100 and a level 80 should find it very easy to outplay a level 100." Or in simpler terms "Gai Sensei should have a chance to defeat Madara" Or "Naruto should be able to fight Zabuza" The reason why I've decided to raise the level cap arbitrarily is because of this progression plan: 1-9: Academy Student Phase 10: 1st Mastery 30: Summon / Cursed Seal 35: Last Jutsu of 1st Mastery 50: 2nd Mastery 61: 1st Advanced Jutsu 75: Last Advanced Jutsu 90: "Max Level" So if at level 10, you pick Water Mastery, between level 10-35 you learn all your Water Jutsu. Between 35-50, if your time as a fully complete Water Ninja. But the moment you pick your 2nd Mastery at level 50, you don't have any time at all to learn Jutsu, instead you can have all the jutsu of your second mastery immediately. So if you learn Earth Mastery at level 50, and there isn't a buffer period from 50-60, there will essentially be no time between you going from Level 49 Water Ninja to Level 50 Water, Earth, Wood Ninja. So these levels are still fine to raise before adding Advanced Masteries. Land of Iron The Land of Iron will initially be rolled out as an extension of the game's world, with grindable enemies. But will not feature much else. Land of Iron Mission Arc The missions for this land of Iron will come after the place actually opens as purely a grind spot. Along with this, will come new drops, new clothings and perhaps new mini-games. Conclusion The purpose of this post was mainly to explain the coming increase in level cap and why Advanced Masteries / Combined Masteries will be absent in this level cap increase. None of these updates have an ETA on them, so they can come anytime between Soon™ and 2026. Somewhere inbetween may be the new Server revamp, Advanced Masteries, Combined Masteries. But I hope everyone enjoys today's updates! Regards, Ueda
  6. 43 points
    Hello guys. I know most prices are already established in the game amongst the higher-level players, however, I feel like the low-level's deserve a fair chance too. As such, I'm posting a list with the market prices of each item. If they do not sell on the market, I will just insert their value when sold in any village store. (If anything is wrong with the list, notify me by PMing me on discord or just correct me on this post itself.) You should, naturally, feel free to add in on all the things that I have personally forgotten the prices of, such as the Tunneler's tongues. I mean, come on... They only thing I farm nowadays is wolf fur, lol. Thank you! Without further ado, here are the lists: Items with no market price: Cocoon (14-09-2020) 1 ryo each Spider Eggs (14-09-2020) 2 ryo each Scorpion Tail (14-09-2020) 2 ryo each Ant Feelers (14-09-2020) 2 ryo each Dragonfly Wings (14-09-2020) 2 ryo each Canine Fang (14-09-2020) 3 ryo each Honey Comb (14-09-2020) 3 ryo each Fox Fur (14-09-2020) 3 ryo each Tiger Fur (14-09-2020) 4 ryo each Scarab Shells (14-09-2020) 4 ryo each Rat Tails (14-09-2020) 5 ryo each Tunneler's Tongue (14-09-2020) 5 ryo each Big Scarab Shells (14-09-2020) 5 ryo each Insect Wing (14-09-2020) 5 ryo each Undead Charm (14-09-2020) 5 ryo each Bear Paw (14-09-2020) 6 ryo each Grey Bear Paw (14-09-2020) 7 ryo each Hawk Talon (14-09-2020) 7 ryo each Items with market prices: Snake Venom (14-09-2020) 15-20 ryo each DNA Sample (14-09-2020) 55-75 ryo each Wolf Fur (14-09-2020) 50-100 ryo each Racoon Tails (14-09-2020) 80-100 ryo each Hawk Feather (14-09-2020) 250-350 ryo each Blank Scroll (14-09-2020) 250-300 ryo each Tier I scroll (14-09-2020) 500 ryo each Tier II scroll (14-09-2020) 1,000 ryo each Tier III scroll (14-09-2020) 1,500-2,000 ryo each Rare drops (market prices): Cigarette (14-09-2020) 1,000-2,000 ryo each Gas Mask (14-09-2020) 1,500-2,000 ryo each Seji no Hani (14-09-2020) 2,000-2,500 ryo each Poison-Laced Kunai (14-09-2020) 2,500-3,500 ryo each Twin fangs (14-09-2020) 3,000-4,000 ryo each Religious Katana (14-09-2020) 3,000-4,000 ryo each Black fan (14-09-2020) 3,000-6,000 ryo each Snake Rope Belt (14-09-2020) 4,000-6,000 ryo each Veiled Sakkat (14-09-2020) 4,500-7,500 ryo each Red Scarf (14-09-2020) 7,000-15,000 ryo each Great Grandfather's Muramasa (Usually just sold to the shop for 7,500 ryo) (14-09-2020) 8,000-9,000 ryo each Arms Bandages (14-09-2020) 20,000-30,000 ryo each Gloves Knuckle (14-09-2020) 20,000-40,000 ryo each Shirokata (14-09-2020) 40,000+ ryo each Dark Bandit Blade (14-09-2020) 50,000+ ryo each Ragged Bandit Pants (14-09-2020) 60,000+ ryo each Oriental Fan (14-09-2020) 80,000+ ryo each Tonfa (14-09-2020) 90,000-120,000 ryo each Blood Katana (14-09-2020) Picture: TBA 120,000-150,000 ryo each Kotsuzui Tanto (14-09-2020) 200,000+ ryo each Blood Tonfa (14-09-2020) 250,000-350,000 ryo each Festival Items: Black Dragon Festival Mask Price: TBA Red Dragon Festival Mask Price: TBA Event HQ Items: Stylish Sword (14-09-2020) 6,000-10,000 ryo each (Un)Hooded Robes (Various Colors) (14-09-2020) 6,000-10,000 ryo each Hermit Forehead Protector (14-09-2020) 6,000-10,000 ryo each Sashed Kimono (Various Colors) (14-09-2020) / 15,000-20,000 ryo each Limited-Time Tradable Cash Stop Items: Purple War Armor (14-09-2020) 4,000-6,000 ryo each Gold Furred Armor (14-09-2020) 5,000-10,000 ryo each White Hermit Cape (14-09-2020) 8,000-12,000 ryo each Ceramic War Armor (14-09-2020) 50,000-60,000 ryo each Date and time notation is written in European Format: "DD-MM-YYYY"
  7. 43 points
    Hey Ninja, Last month was a good month for Nin Online in a lot of ways, so I just want to express my thanks for the support and know that we're still trying our best to make Nin Online a more complete game day by day. It's a little bit of a stretch, but based on a number of factors, including financials, March 2019 was the best month for Nin Online since the launch of Open Beta in April 2017. It's the best month for new registrations in a year. It was the best month in terms of the size of the active player base hands down with days peaking at 100+ players (120+ even) and our slowest hours still having a strong 30-50 players online. In comparison, just a few months ago before solving the server issues plaguing the game, our player base was peaking at around 30-50 players. I can't understate how important having a stable game service is and was for Nin Online, and I just want to let everyone know that the future looks bright for the game, and the things that people are excited for have never been closer. Greetings from the Hidden Mist Village I also can't understate how more fresh faces, fresh ninja, add so much to the experience because each ninja in the Nin Online world is a living, breathing person with their own original character, and behavior. So if you've recently joined us, welcome to Nin Online! As many of you know, I've been sick for awhile (mostly better now). I've still been working, but I've not been handling as much support as I've used to. So it's surprised me that people are supporting the game so much. If anything, it's been reassuring. Thank you, Ueda
  8. 42 points
    Dear Ninja, This new year marks a special time for Nin Online, as it'll be our first year of game service completed. For us, this is an important milestone, as for the previous 3 years of development, the game was running through alpha test cycles, where we could afford to be sloppy, mess things up, and wipe everything again and again. Thanks to @Seth, and with the help of @Suirad and @Robin, since Open Beta launched in April, we've kept the server online without any maintenance lasting more than a day, and we've avoided any hiccups that would require a wipe or major rollback. Despite it being hard to balance both development and maintaining a game service. 2017 was a surprisingly good year for development. Starting with the launch of Closed Beta in January, which saw the released of Sand Village, Bingo Books, Reworked Masteries, Reworked Tutorials, an expanded world map and Daily Missions. We then took the server down a month, and launched Missing Ninjas, Takumi Village and fixed problems found in the Closed Beta. Throughout the remainder of the year, we released an Introduction Scene for both villages, RP Missions, ANBUs, Neo-Akatsuki, a new User Interface, support for larger resolutions, Rebindable Keys, 4 new sub-masteries, 25 new unique Jutsus, we've introduced NPCs which can use Jutsus which we've used to create ninja mobs, 50+ new Mobs & NPCs, 100+ new items, we've expanded old maps to work in larger resolutions and expanded the size of the world with a bunch of new areas, we've spent countless hours reworking features so that they scale with an ever growing player base. There's been so much smaller changes and new content that it's hard to list everything down. We also have a lot of content that's half-way in the works, and will eventually see the light of day. I'd like to thank @Stephen for expanding the game's content through existing art and constantly giving his ideas and time to the game. I'd like to thank @Sezu for creating tons of new content and art with me and without me. I'd like to thank and welcome back @Akiro who've been a big help in taking care of the community since his return, our composer Justin West who has contributed a large amount of new tracks this year (some released and some not), I'd like to thank the rest of the staff team and lastly I'd like to thank all the Gold Ninja, and those who monetarily support the project regularly. However, in all of this, we've not managed to spend enough time actively hosting events. We've only did one combined Chunin Exam, and one for the Sand village. We've had smaller events along the way, but nothing as grand as our live streamed spectacle of a salt fest. The reason for this has mostly been because of how rough the 3rd Chunin Exams went. Hopefully, in 2018, we'll have the time and resource to focus on running regular events as originally planned. I'm still thinking about how much of it I can automate while keeping the essence of what makes this big event what is is. Regardless, Nin Online has been going strong, and I can safely say that this has been the most productive year of development to date and it couldn't have been possible without everyone's support. My thoughts in closing.. Nin Online is an extremely niche game, made for Naruto fans who aren't content with the kind of games we keep getting, like the web game or mobile games. Online games in this shape and form, in general, are a dying breed. To game companies, the money has long moved to quickly developed auto-play games on mobile, which is why you will never see a real Naruto Online but instead get games like Ninja Voltage. Realistically speaking, a game like Nin Online should not be able to exist because Nin Online does not make enough money to justify it's existence. That being said, the game still exists thanks to everyone who has donated to the game, and everyone who is a positive impact on the community, and will continue to exist for as long as we have that! Thanks everyone for listening to my rant! Look forward to lots more in 2018. Regards, Rory
  9. 40 points
    After listening to @Ueda and @Serias talk about the vision of the game and the amount of effort that went into implementing the Hidden Mist Village and the Hidden Sand Village me and my friend @SpellWiz started brainstorming ideas and a village layout for the Hidden Cloud Village. This is what we came up with, because Rory and Serias appreicate any playermade content that could contribute to future development and success of NinOnline Basic line-art of cloud village layout I imagine use of flicker pads and bridges to traverse the village Exclusive Passive: Body Flicker range is increased by 2 tiles. Decently balanced mastery. Similar to Sand's perfect cloak. Due to the Cloud Village's structure, it's ninja have adapted to traverse the large gaps. Exclusive Combo Mastery: Laser [Water / Lightning] Ninja from the Cloud Village have passed down techniques that utilize Storm release to create focused lasers. Exclusive Alternate Mastery: Cloud-style Kenjutsu [Weapon Master] Agility-locked sword(s) with agility-based weapon master skills. Can use strength-based weapon master skills with the cloud-locked swords, and vice versa. Agility and strength-based weapon master skills share respective cooldowns. Any cloud-locked swords have lower base-damage than current swords, but higher attack speed. Level 10: Cloud-style Backlash Slash Free-aim-based skill. Charge and perform an upwards slash, interrupting casting jutsu on-hit. 1-2 tiles directly in-front of the user and 2-1 second standing-running cast-time based on level. Level 15: Cloud-style Reverse Beheading Free-aim-based skill. Spin instantly, dealing damage to all enemies within 1 tile. 1s - Instant cast-time based on level, 1 tile radius in all directions. Level 20: Cloud-style Riposte Free-aim-based skill. Users swiftly lunge forward creating an extended range of up to 3 tiles. 3-2 second running cast-time based on level. Level 25: Cloud-style Afterimage Strike Target-based skill. After seemingly splitting into 3 from the intense speed, users instantly move in-front of and attack their target up to 3 times instantly. 2-1 second running cast-time and 3-7 tile range based on level. The user briefly appears surrounding the target on all sides except directly behind them, and any spots unavailable reduce the amount of hits. Level 30: Cloud-style Deception Beheading Substitution-based skill. The user feigns Substitution Technique, preparing to counter. Before receiving an attack, they reappear right in-front of the attacker and launch a counterattack. Level 35: Cloud-style Crescent Moon Target-based skill. Makes the user instantly move in-front of their target and widely slash, creating a large crescent shape hitting all enemies within 2 tiles on all sides of the user, except directly behind. 2-1 second run-cast and 2-4 tile range based on level. Exclusive Summons: Drill Bird Walk/Flicker. Lunges forward to attack head-on with it's beak, creating an extended range. (2-6 tile range based on level) Not as ugly or huge as Pain's monster. Baku Stationary/Target-facing. Pulls in all enemies in a cone-shaped radius. (3-7 tile furthest-point range and 1-2 tile knockback towards summon based on level) Not as huge as Danzo's monster. Or a simpler elephant. Exclusive Organization: Kinkaku Force 5 Members. Aimed to be a heavy team-play based squad. Bashōsen (Fan): Weapon-slot item with jutsu-on-basic. Random large-scale element-based attack is released on auto-attack. High damage, as well as effects based on element. Cost 100 chakra per-cast. Gives 25 intellect. Kohaku no Jōhei (Pot): Weapon-slot item with jutsu-on-basic. On use, pulls target towards snared user. (Think 1 tile knockback towards the user, 2 tiles if target is below 50%) Consumes 100 chakra per-second. If a target is touching the user, while below 20% health, they are killed and instantly sent to their hospital and counted as a kill for the pot's user. Gives 25 fortitude. The next three are a testament to the "team-play" design of the organization Kōkinjō (Rope): Weapon-slot item with jutsu-on-basic. Upon the user successfully landing an auto attack on a target without "Word Soul Leak", "Word Soul Extract", "Word Soul Seal", nor "Word Soul Sentence" debuffs, 100 chakra is consumed and the target receives the "Word Soul Leak" debuff for 30 seconds. Gives 25 agility. Shichiseiken (Sword): Weapon-slot item with jutsu-on-basic. Upon the user successfully landing an auto attack on a target with "Word Soul Leak", 100 chakra is consumed, the target's "Word Soul Leak" is removed and they receive the "Word Soul Extract" debuff for 30 seconds. A linked, targetable and invincible, "Word Soul" mob is spawned at the location for the debuff's duration. Gives 25 strength. Benihisago (Gourd): Weapon-slot item with jutsu-on-basic. Only with a "Word Soul" mob as a target, on use the user pulls the target towards themselves. (Think 2 tile knockback towards the user) If the target touches the user, it is unspawned and whomever it is linked to has "Word Soul Leak" removed and receives the "Word Soul Seal" debuff for 30 seconds. After "Word Soul Seal's" duration you receive "Word Soul Sentence" for 30 seconds, during which you are pulled toward the gourd's user. (Think 2 tile knockback towards the user, 3 tiles if target is below 50%) Anyone touching the gourd's user while under the effects of "Word Soul Sentence" are killed and instantly sent to their hospital and counted as a kill for the gourd's user. Consumes 50 chakra per-second while pulling anyone. Insignificant chakra results in the inability to pull "Word Soul" mobs, as well as no one with "Word Soul Sentence" being pulled in. Those affected by "Word Soul Sentence" are only pulled while the gourd is equipped. Gives 25 chakra. Cloud Village is years-away content, and I expect literally nothing to come of this post besides simple chatting. For most things I have given example cast-times, ranges, etc. but more balancing would be required for any actual implementation. The organization items may sound a bit OP or over-tuned, but compared to puppets/ssm I would defend the suggestions. Specifically, the 3-man combo items would require 100 chakra each and 30 seconds to execute 1 person, which a 3-man squad should be able to do easier than using these items. The theory is 3-man comboing the healers and killing everyone else. Also, the Gourd user would be a target the entire time to stop the effects of "Word Soul Sentence." There's also the village layout; according to the devblogs, round buildings are especially tough...that's the entire village. Flicker pads is a personal preference, as I feel that it would be cool to traverse the village that way. Based off the basic line-drawings, a pure conversion to pixel-art and mapping wouldn't be possible, but the ideas are there.
  10. 37 points
    Dear Ninja, Embark on a journey to the northern section of the Land of Iron, where you will discover the capital of the land, Iron City. Ruled by a faction of Samurai that are oppressing the people, you will need to earn the trust of a group of rebels barricading the exit of the city and planning their attack! We're starting off 2021 with a new location, the Land of Iron. Arriving in the Nin Online world on 9 January 2021, Saturday. Expect the new location to come with a level 50-60 story arc, like the Land of Toads arc, that includes over a dozen new Quests, as well as new items, weapons, enemies, bosses and more! Hope you guys enjoy it! Regards, Ueda
  11. 37 points
    Dear Ninja, (Updated: 10th April 2019) After 1 year of Chunin Exams monthly, we've decided to scale back on the frequency of Chunin Exams to build up more anticipation for each of them. As such, we will be alternating between hosting Chunin Exams and Wars on the first Saturday of every month. More information about war events coming soon! As it goes, every thing else remains the same, including the time of the event. May will be a War Event, June will be a Chunin Exam and so on..! As the start of a new initiative to fulfill the initial design of Nin Online's ranking system. Beginning April 2018, there will be a Joint Chunin Exam, where both Sand Ninja and Leaf Ninja will participate in, on the first Saturday of every month. Chunin Exams details The event registration will take place at 1pm EST and the entire event will commence at 1:30pm EST. It may last anywhere between 1 - 3 hours depending on how far our Genins make it. Participants are expected to stay throughout the event for the best chance at promotion. The registration location will be announced in-game each month, on the event registration time. Requirements You are to form your own teams of 3 before or during the registration phase. There is no level requirement! Academy Students are not allowed to participate, you have to promote to Genin rank if you want to participate. The entry fee for each team is 15,000 Ryo, prepare to hand over the in-game currency to Shiken during the registration phase after a GM has verified you through the gate. Chunin/Jonin can enter teams to help conduct better RP, increasing chances for promotions. However, entry fee will no longer be waived for teams with Chunin/Jonin team leaders. Missing Ninja cannot participate in the Chunin Exams. Kages of each village have the right to debar ninja from their village from joining. Valid reasons include (but not limited to) misbehavior, breaking treaties, disobeying commands. Rules & Regulations In order to run the event smoothly, your cooperation is required, as such, rule breakers will be kicked from the event which may result in his/her entire team's disqualification. Stay in character Unless you need to ask a serious question, stay in character during the event. Remain online and active If you choose to go AFK and you miss calls for you, we will not wait for you. If you disconnect, quickly reconnect and inform a GM. Follow instructions The GMs and myself will be giving instructions to follow throughout the event Nothing is prohibited unless stated first by the proctor. The GMs will give instructions on what is prohibited in that particular exam. For example, unless explicitly stated, Chakra Pills and Blood Pills are not banned from use. Tips for excellence While these aren't rules, it is recommended to try you best so that you have the best chance for promotion. Make good use of any time given to showcase your RP and your character. Dress for success. If you're a Sand Genin, dress like a Sand Genin. If you are a Leaf Chunin, dress like a Leaf Chunin. Build relationships with the other participants beforehand so that RP is unique. Stand out in your own ways. Use /e to emote (eg. /e watches the fight in excitement) Conclusion The 4th Chunin Exam will be the last grand spectacle Chunin Exam, as of moving into beta phase and running the game as a service, we have to steadily move towards running regular events rather than grand unique ones. I can't promise changes on each exam, but we will try as often as possible. Regards, Rory
  12. 37 points
    7 Swordsmen of the Mist Added The Swords Chamber behind the Mizukage office is now open to members of the 7 Swordsmen of the Mist. Once entered, they may claim their swords. The 7 Legendary Swords are available in exchange for 100 Ryo and 1 Daily Mission. They drop on death for others to pick up and sell for 100 Ryo. In the future, special missions will require you hunt for unique organization items such as Anbu Swords, Hunter-Nin Water Whips, 7 Legendary Swords etc. Balance of these weapons are all experimental, and are very likely to change, as with many things in this update. ANBU Swords Added Anbu Swords for both Leaf and Sand ANBU are now available in their HQs. They provide large stat bonuses above any other obtainable items in-game but are temporary as they drop on death. The swords are available in exchange for 100 Ryo and 1 Daily Mission. In the future, special missions will require you hunt for unique organization items such as Anbu Swords, Hunter-Nin Water Whips, 7 Legendary Swords etc. Hunter-Nin Water Whips Added Water Whips for Mist Hunter-Nin are now available in their HQs. They provide large stat bonuses above any other obtainable items in-game but are temporary as they drop on death. The swords are available in exchange for 100 Ryo and 1 Daily Mission. In the future, special missions will require you hunt for unique organization items such as Anbu Swords, Hunter-Nin Water Whips, 7 Legendary Swords etc. Neo-Akatsuki Rings Reworked Neo-Akatsuki Rings are no longer teleporters back to their HQ. The rings will now be accessories that grant large stat bonuses while equipped but drop on death similarly to the ANBU Swords and Hunter-Nin Water Whips. Twin Fangs art replaced and name changed to Twin Blades. The old Twin Fangs artwork is now used for "Kiba" sword for 7 Swordsmen of the Mist. Pink Blouse & Skirt Combo now available for Kunoichi (Female ninja) in Sand clothing store. 12 Guardian Ninja and Puppet Brigade organizations added (WIP: These will be the 7 Swordsmen of the Mist type organization for Leaf and Sand) PS: This is part 1 of a major update for official organizations. More you can expect next include Medical Organizations for each village with certain medical ninja bonuses, 12 Guardian Ninja for Leaf, Puppet Brigade for Sand. There will also be missions rewards for Organizations that are supposed to be pitted against one another. For example, ANBU might gain rewards for hunting Neo-Akatsuki Rings, while Neo-Akatsuki might gain rewards for retrieving Jichuuriki souls. Thank you Hoseki & KingPak for working hard!
  13. 33 points
    Hello Ninja! My name is Wolf, I'm the new Developer working on Nin, My jobs currently consists of remaking the software powering Nin Online and then further upgrading it! Some of you may already know me, and may have even played on the new server I made.. The new test server which as I write this is online and fully playable, Is a completely rewritten server built with modern development tools. I wont go deep into the technical details about this now, But basically both performance and stability will hopefully be greatly improved, but most importantly it'll break us free from limitations placed on us by the old engine which is extremely dated. We plan to replace the server application as soon as we can. However an exact date is unknown as of now, as we have a few more issues to work out. This upgrade will not wipe any existing data, don't worry! The plan is to install this new server without affecting the game in any way besides improved performance initially, and then further improve it from there. If that's all old news to you, that the server is being remade, read on! This development log is actually not just about the server. We're also going to be previewing the new client in development using the Unity Engine! The new client is still heavily in development, but already has improvements from the current one. Some Clips: 7c40cfc8ecc51bd89b2bbb13b6413e3a.mp4 122c47da0c2fb868afbd46bb9a678085.mp4 122c47da0c2fb868afbd46bb9a678085.mp4 Some Pictures: Looking at these images and videos you may think its just a weird stripped down version of Nin Online, and that's kind of what it is at the moment. It has a long way to go, But this new client already includes some things the old client could never do, No spoilers But the biggest thing we've noted, is performance! This client idles on around 300+ fps on my machine in Leaf Village, to give you an idea just how much better that is, the old client runs at 40-50 fps on my machine. That being said, not everything is loaded at the moment. So whats done so far? It may look simple enough, display some graphics, make a character walk around, but this isn't what the client is doing.. The client can connect to the server, Load all the server data, see Maps, walk around, attack, See other players, see NPC's, fight NPC's, see animations and effects, and some other minor things. There's still a lot that isn't implemented such as NPC Dialogues, Projectiles, Chat, Inventory, Hotbar, Targetting, Jutsu and all the menus just to name a few. So don't expect this client to replace yours any time soon. Stay tuned for more updates coming soon! Regards, Wolf
  14. 33 points
    Dear Ninja, The Problem In Mid-2019, when attempting to run a Inter-village Joint Chunin Exam, and subsequently a War Event, we found ourselves in a situation where we could not continue those events due to the server crashing because of the increased load on the server software/application. As some of you might know, Nin Online was built on top of an engine that was built in the 90s, using a programming language that is very outdated, Visual Basic 6 (VB6). Not for no reason, in 2013, this engine was the only viable choice to build a game like Nin Online available open source. The engine that Nin Online was built on was a fork of Mirage Source called Eclipse Engine, which was built by @Robin. From that point on, I knew that the growth of the player base would be unsustainable on our current VB6 server software, and started moving all of our resources into resolving this issue as a priority. The Conversion Project History It's been a long journey to get here, but we're finally in the final stages of using our new server software rewritten in a modern programming language. This is not the end of the project to enhance the server, infact, it's a new beginning. This long project has seen multiple attempts, the earliest works on it began in late 2018. But with the addition of a new member to our team, @TheWolf who has been working with us since February this year, we've managed to get it to a point we think it is capable of replacing our old server software completely. The project consisted of many stages, and we have a lot of people to thank for their contributions. Including @Seth for leading the charge for the project in the majority of 2019. At that stage, we were trying to convert the server from VB6 to VB.NET, but it ran into a lot of issues. Issues that we learned from and restarted in February 2020, with mainly Wolf and myself working to get it converted from VB6 to C# this time round. Seth also jumped in a couple of times to lend a hand in this new version, being more familiar with the Authentication Server's code base than anyone else. We also got a lot of advice and help from @Robin whom helped us each time the project ran into a dead end. As well as @Suirad for creating a whole application to convert our VB6 binary data into readable JSONs which we then converted to C# binaries format. The Benefits of this Project Immediately, we expect everyone to feel noticeable improvement to the game, less hanging, more smooth combat. But the real reason we needed to move is that VB6 was simply too limited in features, and it's outdated IDE made it hard for us to debug problems like the crashes that were happening with too many players online while hosting events, as it gave us little information to work with. Thanks to this new server software built in Visual Studio/C# we can use state of the art tools to solve these issues as well as continue to optimize the performance to scale better. On top of all of that, there was always the fear that eventually Windows would stop supporting Visual Basic 6 runtime although highly unlikely in the near term, it will down the line happen. So moving to a modern code base means we are future proof. This is just the start.. We are going to continue to optimize the server in radical ways which will bring about better performance! With this fancy new server, it'll be easier than ever to add more on top of it, including new features and revamping old ones. During the time which the server has been the main focus, I've also been working on content updates for when the New Server Software is finally operational, so expect some content updates soon! Wolf is also in the midst of rewriting the Game Client in Unity C# which will then mean that Nin Online will be fully modernized! TL;DR New server software is up now, it was a lot of work, this means Nin is more than 66.6% modernized now. only our client remains. That's in the works. Content updates coming soon. Regards, Ueda
  15. 32 points
    It's me again! Trying to get more female outfits and hairstyles, like always. So in my mission for Rory to give us more female items, I decided to create outfits based on female characters from "The last" Movie/anime. Zoomed out: Bonus headband
  16. 32 points
    Shikate's Development Log Here we will talk about combining your shape and chakra manipulation to create awesome earth jutsus. Are you ready my dear doton users? I'm sure you can't wait to learn! But first, let me introduce myself. My age is 16 and I come from Poland. I have been spriting since 2009 and I'm chosen to take care of developing jutsus for Nin Online! Aren't you sleeping yet? I hope so. Let's get started! Doryuu Heki A basic defending technique. That's what earth jutsus are, aren't they? Just remember that trapping yourself is not a way to run! Doryuu Taiga Have you ever dreamed of getting drown in a milk chocolate river? The jutsu is quite similar, unfortunately, we have replaced chocolate with mud Doryuudan Of course some of you might be perfect at Doton style. What would you say about mixing your Katon and Doton chakra to create something even greater? Shakugaryugan That advanced type of chakra will win fights for you! Okay guys, I hope that I'm not that awful at learning! Be sure to comment my development log and keep the topic alive! Thank you for your attention
  17. 32 points
    Hey Ninjas, It's been a long time since I've made a development log. Though there has been so much progress going on. I finally decided to do one regarding a new jutsu which has had a very unique development process. For awhile now, I've been resting on completing the Jutsu kits for all our 1st Tier Masteries and focusing development on the Sand Village and other aspects of the game. But with the Sand Village coming to completion, I'm moving some of my time back into developing our kits to it's completion. We've had this piece of art @Fernando made, lying around for almost a year, which both of us found very hard to animate in 2D. Most of our Jutsu animations are usually pixel art animations, which mean they are done pixel by pixel, but for the first time in Nin Online history, I decided to use my 3D art skills to create a Jutsu animation. The task at hand was to create a Spiked Exploding Ball for Weapon Masters. So first of all what I did was create a simple 3D model of a ball with knife sticking out of it. This is Autodesk Maya and the model I made in a few minutes Next I textured the model with a simple texture of metal and an explosive tag on both sides. Next I made a simple looping rotating animation for it. Our 2D sprites are all shaded in a method called Cell shading, or Toon shading in Maya. So I used a shader to get this look. And finally, once I rendered it out and did some post-editting, I achieved this! It's a complex animation that fits in our game's artstyle and makes weapon masters that much more awesome! Hope you guys enjoyed this dev log entry! If you guys have any part of my art creation process you'd like to know more about in-depth, feel free to suggest it and I can try to document it in the next development log. Regards, Rory
  18. 31 points
    February 2020 PromotionsLeaf Village Jonin: @Hawt Chunin: @Ichika @Hadashah @Dangan Sand Village Jonin: @Mana @Booty Gang Pinku Chunin: @Beat @Small @Peperoni Johnson Specialized Jonin: @Ayo for exemplary Medical Ninjutsu usage Mist Village Jonin: @Carolinne @Adult Sasuke Chunin: @Leiting @Amatizu @ExiledKyoho @Shiv
  19. 31 points
  20. 31 points
    Dear Ninja, You are invited to join the 4th Chunin Exams on the 3rd March 2018. This will be a Joint Chunin Exam, where both Sand Ninja and Leaf Ninja will participate in! Missing Ninja are not allowed to participate. Chunin Exams details The event registration will take place at 1pm EST on 3rd March and the entire event will commence at 1:30pm EST. It may last anywhere between 1 - 4 hours depending on how far our Genins make it. Participants are expected to stay throughout the event for the best chance at promotion. The registration will take place in the Sand village Chunin Exam registration hall, as it will be using the Sand village's facilities. Requirements You are to form your own teams of 3 before or during the registration phase. There is no level requirement! Academy Students are not allowed to participate, you have to promote to Genin rank if you want to participate. The entry fee for each team is 15,000 Ryo, prepare to hand over the in-game currency to Shiken during the registration phase after a GM has verified you through the gate. Teams that are registered along with a Chunin/Jonin Rank Sensei will have their entry fee waived. However, the Sensei must stay throughout the event and may only enter one team. Missing Ninja cannot participate in the Chunin Exams. Kages of each village have the right to debar ninja from their village from joining. Valid reasons include (but not limited to) misbehavior, breaking treaties, disobeying commands. Rules & Regulations In order to run the event smoothly, your cooperation is required, as such, rule breakers will be kicked from the event which may result in his/her entire team's disqualification. Stay in character Unless you need to ask a serious question, stay in character during the event. Remain online and active If you choose to go AFK and you miss calls for you, we will not wait for you. If you disconnect, quickly reconnect and inform a GM. Follow instructions The GMs and myself will be giving instructions to follow throughout the event Watching the Chunin Events Live More info TBA Conclusion This Chunin Exam is set to be a little more forgiving. Here's hoping that all the veterans and some newer players join the ranks as Chunins! Jonin Promotions inbound! Regards, Rory
  21. 30 points
    Hello Nin Onliners and welcome to the Mastery Guide of Nin. This Guide will give you a rough summary of what each Mastery is about and the playstyles revolving said masteries. Also the current High to bottom tier of each mastery. I will also update that tier list every month due to the "Metta" always changing. *Please Note: If you pick a mastery strictly because it is top tier at the moment or high in the Metta food change just keep it mind it does change. Choose a mastery because that's who your ninja character is not because it's the hot thing. Also this is my view on each mastery and not the actual lookout on them from Rory's perspective or the rest of the community so please don't bash or slander what is said here but simply provide positive feedback until the topic is locked.* List of all Masteries Fire Water Earth Medic Lightning Weapon Master Wind Taijutsu Bubble ------------------------------------------- Tier List Tier S - Medic(Int) Tier A - Taijutsu, Water, Weapon Master(Strength), Tier B - Fan, Earth, Gentle Fist, Fire, Wind Tier C - Fire Tier D - Bubble *Fire is classed as Tier B and Tier C because it's CC and Damage make it Tier B but the casting times, chakra cost, and self stuns make it a Tier C* Also this Tier list is how I see them and not the collective of the community. Tier List is also Subject to change along with the Metta. ----------------------------------------------- Fire - Fire is one of Nin's most original masteries and was one of the first created in the game. Fire mastery is used a lot by new players and experienced ones due to the fact that their abilities have a lot of Crowd Control with long range and High Base Damage. The Jutsus of the fire mastery can damage multiple opponents at once and cause a Damage over Time Burn status to who is hit increasing the damage output of that jutsu. Fire is GREAT for training and farming for items in the game. The downside to using fire however is that the jutsus take a moderate amount of chakra to use and several of the jutsus require you to cast, aim, and you can even get self stunned from using them. Water - Water is one of the most balanced masteries Nin can offer and has nice utility with its jutsus. Water has some of everything that everyone likes when it comes to playing the game. Crowd Control, Stun, and Knockback are things people like and this is where you can get it. Water is great for training and it's jutsus aren't as hard to land as some of the other masteries. Water has a second substitution jutsu which comes in handy with escaping and has a stunning jutsu called Water Prison. Water is overall balanced in terms of damage and chakra cost making it new player friendly and easy to use. The downside of water is that Water prison takes a while to master so don't expect to land it in fights at levels 1 and 2. Water Shark is also terribly hard to land due to you needing to stand still and cast it giving your opponent time to evade the move. Bubble - "Who's your bubble buddy? That's right I am!" Bubbles utilize a weapon known as a Bubble Pipe which can only be used as a Neo - Mist Ninja. These Pipes require 20 strength and allows you to place bubbles on the ground that snare opponents. Bubble users aren't the best damagers at moment but that may change in the future who knows! Bubble has quite the utility ranging from several jutsus that stun such as Great Bubble Shark, Soap Bubble, and Bubble Spray! These jutsus will keep you snare locked and make you think twice about running into a bubble. We have SpongeBob beat at blowing bubbles because ours are deadly! Moderate Chakra Cost, Average Damage, and Great Support/Utility is what this mastery brings you. You also have a deadly Bubble Clone that hits like a truck but can easily be popped by a needle so WATCH OUT!! Choose your path Wisely. Earth - Earth is 1 of the most crowd control oriented mastery's and most defensive mastery in the game. Earth allows you to knockback, snare, and slow several opponents at once with its jutsus and even gives you the ability to create an Earth Wall which can repel most if not all ranged attacks until it's destroyed or disappears. Earth has 1 of the best AOE Snaring jutsus in the game as well called Earth Prison which allows you to bind several opponents at once at given levels. Earth revolves around team play mainly due to its innate nature to Crowd Control everything it also has great synergy with almost every elemental mastery. The down side with earth is the Chakra cost on a few of the moves and the need to stand still to cast the jutsus. If you can manage with that its good. Lightning - The Mastery that rules Stuns; Lightning is a deadly mastery but takes a lot of skill to use solo. Lightning has 4 stunning jutsus one of them being the famous Lightning Cutter Technique that sets up for outstanding combos and does great damage. Lightning is great in 1v1 battles and team battles due to their stuns and the little crowd control that they have from the jutsu Lightning Current. Lightning cutter also sets up combos for teammates. Training wise lightning is a little slower than most masteries due to not having not as much Crowd Control. It's more of a single target mastery. The downsides of lightning is that the jutsus require precision and timing to land certain moves and requires a decent amount of chakra as the moves cost quite a bit. Wind - A strong wind that can blow you away! Wind is a mastery that consist of High damage and Long range techniques. Jutsus Like drilling air bullets or vacuum sphere has high damage and long range going up to 15 tiles away. Wind requires great accuracy when using it's jutsus with moderate to high chakra cost. The highest chakra costing jutsu cost 52 chakra but does high damage as a result. Wind also has the ability to knockback the opponent but again only if you can land the jutsu. If you're from the Neo-Sand Village Wind also has a sub path which uses Fans and the strength stat instead of the intelligence stat. Fan - Fan is a mastery than uses tools to blow strong winds and force you to fly in the direction they want you to. They have Close to Mid Range fighting capabilities and if you take them lightly they will make you pay for it. Using signature jutsus like Slashing Tornadoes to set up combos and knocking enemies back and slowing them with skills like Wind Mask make them a threat. Moderate Chakra Cost with great damage. A little slower than other masteries but the burst damage is great. They can cause bleeding with slicing winds from a distance and create cyclones right in front of them. With great crowd control and the use of a fan you'll have a hard time getting close to them. You better pray they down have a blue fan also because if they do Lord help you. Choose your path Wisely. Medic Int - Sinner and Saint; Medics keep the game going and keep the players surviving any creature or opponent they face. Medics have 2 different playstyles with the Intelligence path revolving around Poisoning their opponents and the Chakra path which supports his teammates and himself through heals while dealing moderate damage. The Poison path for medics is a grueling path early on due to the need for tools to cast 1 of the jutsus, but as you progress it gets moderately better as you unlock 2 other poisoning jutsus that help with training that cost nothing but chakra. this path also allows you to learn Curse Mark which allows you to boost all your stats by a set percentage based off your overall chakra. As a poison medic you also have better synergy and a better chance at getting a mastery that works well with it mainly an elemental. Due to recent changes however you can not use this path and cast healing techniques on teammates as they share cooldowns so decide properly in the middle of combat. If you're ok with using only 3 jutsus to deal damage you will survive the grueling training, but if you can not then my friend its ok for there is always another path to take. Chakra -The Chakra path for medics has it harder early on than the other path due to you needing tools to level until level 15 where you get chakra scalpels. Chakra Scalpels will be chakra medics main source of damage as well as Throwing Senbon. The Chakra path can apply a lot of pressure in combat due to the need to not charge chakra as often as most people in the game. They can also solely focus on 2 stats; HP and Chakra which makes them a force to be reckon with. However, if you can not land melees or Senbon the other path may be better for you because this path takes more skill to deal damage but on the bright side your healing abilities will make you a nuisance throughout the game. Choose your path Wisely. Weapon Master Strength - What's hotter than someone with a sword? Strength weapon masters have the ability to use swords to hack and slash at the opponent and dwindle down their HP using sword based attacks. Harder time training due to needing to be in close range to land blows but if you can stick it through weapon masters are great in the end game experience and in Combat against other players. Feeling bored? You can always get some friends and go fight bosses to achieve a stronger and better sword! In the future weapon masters combined with elemental masteries will gain enhanced sword abilities that give their swords other little things like burn, stun, knockback, slow and so on. There is always a new sword coming out as well so never be bored as there are continuous bosses to fight or bosses to be added they drop new swords. Weapon Master Intelligence - The Intelligence path for weapon masters is mainly played as a second option and not a first. Reason stating...RYO! This mastery is a money sink and if you don't have the money or the means to make the money to use this path of the weapon mastery then don't go it. However if you can handle the costly need for ninja tools to use your jutsus this mastery is great! Low Chakra cost, Great Damage, and Great Crowd Control is what this path offers. You also have the ability to set traps in preparation for raids or to block enemies from getting through locations. This path excels in team gameplay due to these traps but is tougher to use in 1v1s as the opponent can just avoid your traps. This path also has some of the nicer animations and cool tricks for example: Shadow Shuriken warps you to your opponent if you land it. Exploding Kunai causes a nice size explosion when maxed and it hits someone or something dense. Choose your path Wisely. Taijutsu Agility - Agility Taijutsu use to be one of the best masteries and still is if used correctly. It offers a second substitution jutsu to evade jutsus, knockbacks that can interrupt casting, low cooldowns, a stun, and consistent DPS. Moves like Seismic Dash combined with Body flicker gives you the opportunity at easy damage and low cooldown moves like Breaking Kick offer you the ability to continuously pressure your opponents into a corner as you rush them swinging your fist and your legs in this case. 2 of its other jutsus offer great range and 1 of them even stuns the opponent for a slight second! If you build your character correctly you can even combine it with elements like Water(Tai Water FTW) or Fire. The best synergy with this mastery is Medic due to Chakra Scalpels and Agility working together to give higher damage output when punching your opponent. The downside of being agility taijutsu is that the jutsu damage/scaling isn't as good as the other masteries as well as the mastery not having any other mastery that is based off agility. Taijutsu Strength - The sub path of agility taijutsu is its strength counterpart called Gentle Fist. Gentle Fist has higher base damage/scaling and a good variety of jutsus. Jutsus like 16 Palms if landed can silence your opponent for x duration and drain there chakra over time causing them to constantly need to charge. They also have Rotation which allows them to knockback opponents if surrounded but this jutsu you don't get until you are higher level and train one of the other jutsus to achieve it. Some of the other jutsus of this sub path cause knockbacks and stuns as well but give a higher damage output than its brother Agility taijutsu. Focusing more on burst damage than DPS this mastery can offer some good follow ups. Downsides of this path is that it only has 1 substitution and its the basic one so you only have 1 chance to evade a jutsu. This mastery also has higher chakra cost than the other path with a couple jutsus that have cast times. On the bright side because you are strength based, you can combine this mastery with the likes of Strength weapon master to maximize damage output. However there is no advancement if you combine the two but there will be advanced gentle fist in the future. Choose your path Wisely.
  22. 30 points
    Village Special Abilities! Born and raised in the Leaf village, Leaf Ninja all have a Will of Fire, an undying determination to keep on fighting. When you faint, within the first 10 seconds of fainting, there is a 5% chance that you will get back up to fight again! Being a small village, the Sand village trains it's ninja to be adept in stealth over pure strength. All Sand Ninja are Born Assassins that are able to use Cloak of Invisibility perfectly. They can however, still be dispelled by someone with a high chakra ability - Sensory Technique. Trained by their element, the Mist village starts all of it's academy students fighting on top of water filled arenas where they learn to charge and maintain their chakra while standing on water.
  23. 30 points
    Dear Ninja, First of it's kind rant Dev log. Balance is hard. Everyone has a favorite kind of ninja they want to be, and in an anime/manga, you don't have to consider balancing it in any legible way. When initially designing each mastery, I had a vision for it to affect the players gameplay heavily, for them to be good in certain scenarios, weak in others and also plan unique training experiences for them. For example, as a Tools Ninja, you would have a unique advantage in battles where you could prepare in advance by placing traps. You would have a harder time in spur of the moment battles or ambushes. You would also spend a lot more ryo on tools, hence have a harder time leveling up. As a fire ninja, you would have a big advantage in small arenas. Without any meaningful crowd control, you would rely heavily on AoE and landing your jutsu, which would be more easily done when there is little place to run. The large open world of Nin Online has little tight spaces besides bridges and valleys, but as new arenas are used for more chunin exams, maybe we'll see arenas where this mastery and others shine more. Sword ninja and Fan ninja are the only mastery where you need to hunt for your weapon. As more boss fights come, you will hunt for better weapons with better stats. I got a message from somebody saying tool ninjas were unbalanced because it was too broken because they OP when they can prepare for fights but are useless when they are fighting unprepared.. Good job me? My point is that there's a special place for each mastery in the games balance. The ideal end point is not where every mastery is balanced in a 1v1 fight or a 5v5 team fight. The end goal is for each mastery to have areas where it excels, and are weak in. Arenas where some will prosper and others fail. The end goal is not for support medics to have the same easy time training as Taijutsu ninja. The ideal balance is when each class feels like it has enough merit and fun points to be worth the training. There's a lot more to do, and always will be more I can do to improve the experience of each mastery. Sometimes tweaking values isn't enough, and sometimes it fixes things entirely. But there's more to balancing and game design than everything being fair in a 1v1 fight and I hope everyone who reads this gets my vision at least. PS: Typed on my phone right before bed. Ignore typos!
  24. 30 points
    Hey Ninja, This week we'll be talking about the biggest change in the game since 2013. There are so many bookshelves in the game and it's been bothering me how they all have the same books in the same order, and I don't know if this bothered a single other soul, but It really bothered me. I actually designed the bookshelf tileset to be modular in 2013, but I never got the time to do a simple edit to make more varieties. Behold, more variation of bookshelves! Before / After (animated GIF) & that bin & that bin A more extreme example of a map with way too many of the same shelves previous.. & that bin tho More examples On a slightly more serious note, I actually added a bunch of new tiles into the game to make interiors more lively and maybe for that one or two cases, give people more to RP with. I know these are things the game doesn't need but I still want to do improvements like this because they make the world feel more alive to me. In the same way all the maps could've just reused all the same art and been clones of one another, and saved me a lot of time, I don't want to not make the art look good in every way just to save time. In the end, I want Nin to be something I'm proud of in every way. More small upgrades to other maps coming soon!
  25. 30 points
    Dear Ninja, Although the Clan system is still quite awhile away, since I'm making the changes to display name policy. I should quickly explain why we're going this route for Clans. It has been the plan all along for clans to be a selection of presets, unlike Organizations, which players can make and join. What Clans are in the Ninja World When designing the clan system, the first thing I want to look at is what clans are supposed to be. In most cases, a clan is a family. When there is a structure, a leader, an elder, and there is still a clan house or home. It's a bloodline in some cases, when there are few remaining ninja in your clan, and there is no longer a family structure, we know it as a bloodline. You trace your special abilities back to a bloodline lineage. We know ninja from a some clans can potentially learn special jutsu passed down through their clan, and ninja from other clans sometimes have bloodline limits that can give them special abilities naturally - like doujutsu (eye jutsu). Clans can be small, but they can also be large. They tend to stay within the village, but can decide as a whole to turn their backs on the village sometimes, and have small subsets remain. Clans don't pop out of nowhere. They are ingrained in a village's history, when generations die, generations below still continue their legacy. So I took all this into consideration for Nin Online's Clan system. What Clans will be like in Nin Online (Not Anytime Soon™) Do note: All of this is subject to changes, I am still deciding a lot of things regarding WHEN you choose clans. There is a chance we might do it later in the game and not at character creation for example. On character creation, you select from a variety of clans of that village. Each clan will have unique outfit(s), and a default hair color or eye color recommendation. Some clans will have fixed eye colors for their unique doujutsu (eye jutsu). Some clans don't have eye jutsu and do not limit your hair colors. (All of these colors are still changeable in-game with the premium eye color changer - take those as colored contact lenses and rainbow hair dye - hair dye literally, but your character's natural hair color is always your clan's) Having a manageable number of presets per village will allow me to give each clan unique jutsu and outfits, because it will become a sustainable feature. If clans were player made, they would not be able to get these things because we cannot infinitely add more clothes into the game for every player clan made. This would be unsustainable for me as an artist and for our server which cannot infinitely add more items. Every clan outfit is one less important that everyone else can wear in-game. It will also allow us to create clan houses for each clan, where you could learn your new clan jutsu and get clan clothing pieces. Having preset clans will create belonging for new ninja, and make it so you have to work together as family. We'll be able to see special RP occurrences like an entire branch of a clan decided to leave their village and become a sub-set of their clan as criminal missing ninja. You might see that older players are less accepting of new members in a clan and do not work together to create a welcoming clan. This will cause splits in the clan. Whereas in clans where the senior family members have good structure and are welcoming will be more holistic and united. We will see clans that dominate the politics in their villages and clans that feel underappreciated and leave. New ninja who choose that clan in the future will also be more likely to join their kin as missing ninja as being a ninja from that clan would lead them to being ostracized by their village. The way "clans" in Nin Online are right now, you see players who form their family name and have people change their name to join them. It doesn't feel permanent, unlike what a family should be. Having a limited selection of permanent clans that will remain around indefinitely will make it so that each clan will potentially have a large number of family members. Instead of 5 or 6 player-made clans with 10+ members that see maybe 5-6 online at a time. I'd love to give the chance for current pre-made clans to have their clans turned into one of the preset clans for their village. This will most likely be the case. I will of course have my own ideas that I might want to impose onto the clan's overall aesthetic and name (got to keep them as lore friendly with the other clan names) and of course, I will be the one to decide what clan gets what jutsu as that falls into balance. I hope this gives you a better idea of the vision for the in-game clan system of the future. Don't get your hopes up on when you'll see any of this anytime soon! Regards, Rory
  26. 30 points
    Introduction We're introducing a new testing stage for Nin Online, it is called Early Access Testing Phase. In this period, players will be able to play the game for a short period of time (15-60 minutes), such as to stress test to prepare for the Closed Testing Phase. Details How do you become a veteran? You must have Gold Ninja or Silver Ninja for at-least 6 months, be a friend or family member of one of the staff, or invest into the game. Investing basically means that you have contributed more than the required amount to play the game early such as a $25 or more, something which takes a lot of faith in the project to do and is something we appreciate a lot. This does not mean we're going to make the game P2W (pay-to-win), but it is a way to show gratitude to those who make the game possible. Also, the more that you donate to it, the greater chance that you will be selected. Those that have contributed $50 or more, will most certainly get in these tests. You will be given a special user group permanently called Early Access whenever you are selected to be apart of these tests. We will post a topic with a timer a week before the test, if you reply to it your chances of getting into the Early Access group will be strengthened, and the more constructive your reply is the better. Players apart of the Early Access group will be sent a mass personal message when the test is about to start usually within 1 hour, and it is up to you to be on when it happens. All accounts will be wiped for each test including the one before the Open Testing Phase. Date These tests will be at random times, and we will create a forum topic a week ahead of the time it will happen. Make sure to subscribe to the Gold & Silver Lounge forum to keep up-to-date on these testing periods. We will not mass email for these tests, it is only for people who are active on the forum.] If you get notifications for personal messages, you will get on in your email an hour before the test. No rewards will be given for testing, but it is a way to help the game improve.
  27. 29 points
    1 - Orders from the Mizukage are absolute. 2 - Respect and follow orders from higher ranked Mist ninjas. 3 - If you have an argument with a villager, and you are not able to solve it, contact a high rank Ninja (Council, Kage). 4 - It is strictly forbidden attacking or killing any Mist Ninja. (Obviously does not apply to spars, tournaments, etc.) 5 - Mist should always be your priority over anything (Organizations, friends from other villages, etc.). So it is forbidden to do anything that could endanger a Mist Ninja or the Mist village. 6 - You are not obligated to help each single Mist individual, unless there is a village combat going on (wars and raids). Then you must help your village. 7 - You are free to use identity concealing items inside the village, but if any Higher Rank Ninja requests you to show your name, you must obey. Breaking any rules will result in a punishment, decided by the Mizukage depending on the severity. About missings: - There is no way to leave the village under good terms. Once you went missing, you are a Mist enemy. - If you are a missing, and wish to return to the village, you must serve our village (in any way you are requested to do so, and for an indeterminate time) also show your skills in combat so the higher ranks can decide if your Skills are needed in our village. About alliances: - We have no allies at the moment. We are only loyal to ourselves, if you want to be nice to other villages, feel free to join them and get killed once you leave our village. THE BLOOD CHALLENGE: If there is any Mist ninja that you think should be exiled, you can try calling them for a Blood Challenge. It's up to them accepting or not your challenge, but if they do, you will fight and the loser leaves the village. Any Blood Challenge thats accepted, should be informed to the Mizukage so they can watch the fight (Best of three rounds). After it's done, the Kage will exile the loser. If you got exiled by the Blood Challenge, and want to come back, feel free to ask the Kage (after 1 month), which by agreeing, will set up a new challenge, where you'll be able to fight a Ninja chosen by the Mizukage. But this time, they won't get exiled if they lose. Mizukage's Memorial 1st Mizukage: @Kenock Shadow Council: @Ueda @Sezu -------------------------------------------- 2nd Mizukage: @Kureji Shadow Council: @Anborn @Deviax @VestaOrion -------------------------------------------- 3rd Mizukage: @Berserk Shadow Council: @VestaOrion @Kiara @Arufa -------------------------------------------- 4th Mizukage: @Feinz Shadow Council: @Zoomy @Blany @Kyuzo
  28. 29 points
  29. 29 points
    Dear Ninja, Maybe this is going to be a tradition, maybe not.. but since I did one for 2017. Let's keep it going! Our second year of service has gone by! It wasn't the smoothest year.. with unending crashes beginning in the middle of the year all the way to November. It feels sad knowing so much time was spent trying to fix it, and so many potential players turned off by the interrupted services. During the time, we continued working on content, at a slower pace, while spending a lot of time looking into fixing bugs. We learned a lot from this, and we're sure this won't happen again. If anything, it was a costly lesson, and I'm still very sorry for all the inconveniences caused. You can read about that dilemma here, Despite all this, and despite still being behind in the specific goals for 2018. We managed to achieve a lot in development during 2018. Unfortunately, sometimes we have to shift focus to more pressing matters and jump around to work on things that aren't what we initially planned for. But all I can say is that, what was planned to be released in 2018 is well under way. We started off the year by attempting (and deciding to keep) hiding player names by default, and only showing them when hovered on. We had a discussion with the community in late 2017 and most players were receptive of the idea as it promoted stealth, focus on player's avatars and recognizing people by their appearance instead of just a name. This was a great change and I love how much more immersive the game is from a simple tweak. We added Toad Mountain into the world and shortly after released the level 30 quest line for Toad village! We added Rogue Ninja titles, Glasses Shops, Utility Shop for Sand, Jutsu Limits by Level, we rebalanced Jutsu to use stat requirements, we added Slows, Snares and Silences and rebalanced the game around them, and made Youthful Spring Technique actually make you move faster and added sensory technique. We introduced Bounty Missions where you finish by claiming bounty rewards! Added Monks in both villages sell Blessings for ryo. We introduced messenger missions. We rebalanced stat scalings in June. We rebalanced chakra charging and then did the biggest rebalancing of jutsu and masteries since Open Beta launched in 2017. Besides expanding the world with Toad village, we also expanded it with Tanzaku Quarters, and all the maps leading up to it, like the Valley of the End map! We improved exploration by making sure all doors you see that are open, are enter-able. We improved the design of the Sand village by revamping a large number of buildings with unique exteriors so they stood out from others. Introduced the Event Prize Room. We added Kumoroi's Lair and the Level 20-30 Boss Fight. We expanded your character's depth by introducing the Fortune Teller. To make it easier to navigate the larger world, we added World Maps and village Maps to help people get a better sense of directions! We also filled villages with trash - literally. We expanded RP by added the special Military Police Forces, which added a new village dynamic by giving a group of players power to detain other ninja. We also introduced all the Sand village Chunin Exam facilities. We added sitting animations so players could sit on chairs and RP scenes like being in a meeting. We added features like 0.5s, 0.1s stuns instead of the minimum stuns being 1s in the past. Battle injuries became visible graphically for everyone, with scars appearing on your body. Additive/Subtractive graphics allowed for us to make day look more vibrant and fogs look more evil. We added global variables to our server, which then allowed us to create cool features like Village Scores, Boss Dungeons and in-game election polls. We added larger than 1 tile hitboxes for enemies so we could give bosses large bodies. We added the feature to allow us to play different music for different times of day, which made our villages feel more alive in the day and peaceful at night. We added NPC vs NPC combat which allowed us to create Summons and Summoning jutsu! We normalized audios for the game to give the game a more consistent audio level and made all maps 1080p ready! We added Zoom functionality for better compatibility with large monitor resolutions. Misc. features like Twinking, Inventory Slots Expansions, Eye Changers, Walking Sounds, Hotkey Bar going grey when you're unable to cast, Taijutsu Weapons, Slowed Run Casts, Shared Cooldowns for similar Jutsu, Barrier Tags. We fixed Rubberbanding! Made the client work with DirectX9! We fixed the worst server crash that was plaguing Nin Online ever. and finally, we ended off the year with a one time Christmas X Halloween mash up event! In total we added 100+ new items including cosmetics, 30+ Maps , 50+ NPCs. This is only a brief overview of some of the more interesting things introduced in 2018. We have hundreds of other bug fixes, changes and additions you can read about in our Patch Notes starting on page 12! I also excluded content that is unavailable to players as of today, even though they are added. To end this all, I just want to thank everyone for sticking with us through 2018, and for joining us in 2018. Welcome to Nin Online! Regards, Ueda
  30. 28 points
    Hello everyone my name is Nej, I decided to make an introduction post because I never had one of these and I have been inactive for a while due to not know what do to in the game. I am active now again and I recently reset my character to Mist after @Zabuza Momochi won Mizukage and I am loving my time spent there. I wish to be more RP indulged in the game and this is an attempt at it. I take time out of my day to help new comers all of the time and if someone here is thinking about going to the Hidden Mist Village, come through. I will heal you while you train and give you tips. If you wish to contact me my discord is Nej#9123 I hope everyone is having a great 2021 I love you all, see you in nin online... Also, RESET TO MIST.
  31. 28 points
    Before I start, can we please be civilized? If you disagree with something, it's completely fine just don't start dragging the person and their opinion. First of all we have the org problem. Our 12G buff is extremely underwhelming compared to what the other villages' orgs bring. They both have a lot of CC and in the 7sm's case, the stat buffs are quite literally broken. In the past few days, Sand literally proved that even with lower numbers their puppets can carry them to victory. I've been in 12G and I can assure you that most of us DO NOT want anything that is also BROKEN, we just want something to be able to compete with the other organizations mentioned above since clearly sheer numbers can't be the solution for everything. I'm sure fellow leafies have great ideas for a 12G ability. This screenshot shows how broken PB's puppets are and they're AOE. In maps like DB or KB, they make a HUGE difference. If you actually think this is fair then I don't know what to say at this point tbh. Secondly, our passive. Quite literally the most unreliable passive in the game. Don't get me wrong, WoF definitely saved me a couple of times and I doubt any leafies can say the contrary BUT since it's RnG you literally never know what's going to happen when you get it. It's literally a 5% chance but people still want to say that it's broken and the percentage is actually higher etc. The owner of the game literally said it himself. I think it's unnecessary to explain why WoF is bad at this point. Many leafies AND non leafies have said it. In a week I think I get like a total of 5 WoFs and I try to login every day, that should say a lot. I think it should be like a choice. You get 3 WoFs in a day (resets at daily reset) and basically you get up with 25% of your max HP and 15% of your max chakra. Or another idea: when your HP drops to like 200 HP, you get 50 hp back and a stat buff for 15 seconds. Please feel free to give other ideas too. If I missed something please add it @Ueda Please listen to us
  32. 28 points
    Redesigned Boat Ride to Galleon/Ship Rides to and fro Land of Water Port and Asoki Port Village. Players suggested more space and more potential for RP, hopefully this will suffice! The ships now also allow you to talk to the Sailor at any point to cancel the ride and return to your boarding port.
  33. 28 points
    Medic is broken and rory here doing over bookshelves...
  34. 28 points
    There's always a lot of questions, or rather complaints, that come in the form of "How come X mastery can do this while Y mastery can do this". Eg. Why doesn't fire have any targeted jutsu, How come Gentle Fist has 100 CP cost and long cooldown on their main jutsu. This is going to be a short series explaining the design behind more unique masteries, or atleast the thought process when I designed them. Balancing Playstyles The idea behind each mastery being good at a different thing comes from classic table-top RPG archetypes. However, instead of building classes around Tanks, Supports, Damage classes. In the ninja world, every class is able to fight, but can also be built to be more tanky, or do more damage, or in some cases be built for utility. Eg. having a Earth Ninja that purely uses agility and chakra, standing behind his team mates in a group fight to quickly cast CCs for his team. Or having a fully attack medical ninja vs. having a fully support medical ninja or anything in between. While some of this is held back by meta, or by incompleteness in features. This is the vision™. We want each mastery to be different in not just how they fight, but how they are experienced on more fundamental levels, with each class having unique leveling experiences, focus in progression, and different improvements when they rank up and how they should traverse the world safely. Tools Ninja aka. Ten Ten Style The mastery is built with a different sustainability dynamic than other masteries. While Tools Ninja can only use their jutsu a limited amount of times before needing to restock up on tools, and become virtually useless when they don't have tools, Tools ninja jutsu cost half of what their non-tool ninja counter parts cost in terms of upfront Chakra Points. While a Fire mastery ninja would be able to last longer out of their village, a tool ninja who is well stocked can last twice as long in a single encounter without charging chakra if their stat distribution is done the same as their enemy. Their downtime would be much less, giving them more time to punish enemies who have ran out of chakra. At the cost of ryo, they get a more complete set of jutsu, being the only mastery that at full potential can utilize Stuns, AoEs and high damage potential. Like a Trapper in D&D, they can set up traps to prepare for fights ahead of time and will find their use more in situations like defending against incoming raids, and fights in the Forest of Death where they can hold their ground more. Traps will be increasingly useful as more possible scenarios are created in the game. In terms of game economy, they also serve the purpose of being ryo sinks where in-game currency is given an almost direct conversion into fighting power. As time goes on and there are more smaller villages in between to stock up on tools it may become more convenient, but for now, having your team members hold tools for you is one way to extend your usefulness without returning to villages. Sword Master Although a lot of people are going to like the idea of carrying around a sword, just because they look aesthetically pleasing. The overall design of the Sword Mastery play-style is based on giving players who love hunting gear in MMORPGs a class just for them! In Nin Online, gear are mostly cosmetic, because we don't want to force players to look a certain way in order to be PvP viable, or look a certain way to be optimally powerful. Looking how you want to look is a big part of giving people the ability to immerse themselves in their ninja identity and role play. The class is based around the way Suigetsu is going around the ninja world trying to collect all the swords of the 7 Swordsmen of the Mist, except on a larger scale, where you go around fighting different enemies to collect swords from all over the ninja world. Playing any hybrid of Sword Master with an elemental mastery will give you a hybrid of both, because having the best swords won't matter as much when only half your kit relies on it. As time goes on and more of the game is fleshed out, I hope to have hundreds of swords with unique abilities, so switching between them can be useful in different scenarios. There should be a good combination of swords you get in different ways. Ones which you can do by simply finishing missions. Ones where you have to hunt bosses for days or months, and when you get them, they are the rarest items in the game. Ones which you can just buy from a shop. Ones that you can only buy from a shop somewhere obscure. Ones that you can only earn from events like we did back in 2013 (and have honored till today. Only Shauri will ever hold a Tsuarigi sword as a player!) To be honest, the current state of Sword Master is something I'm quite unhappy with and am still hoping to distinguish their fighting style more. And... There's still a lot to be said regarding why things are a certain way, and if you have any questions, feel free to ask them and I'll answer them in the next development log!
  35. 28 points
    Dear Ninja, Happy New Year To celebrate the new year I made a new trailer for the game, so people who google the game will (hopefully) know what Nin Online is. It's been 4 years since the last trailer.. each time I've wanted to make a new one, I decided to use the time to work on the game itself. But if we never take the time to update our public image, then we won't have new players.. and there's no better time than the new year! Hopefully everyone likes it! Regards, Rory
  36. 28 points
    Dear Ninja, As we're soon to launch the Neo-Akatsuki organization, a missing ninja organization based on the original form of the early Akatsuki. About the Organization The Neo-Akatsuki believes in doing whatever it takes to bring peace and stability to the ninja realm, at any cost. Based on leadership, the means of doing so will change. However, to fund it's operations, the organization works as mercenary ninjas by collecting bounties placed on ninja in or out of the Bingo Book. The Neo-Akatsuki are not remnants of their predecessor, but instead, an organization born from the early ideals of their predecessor, or whatever they believe those ideals were. Leadership & Organization Structure An initial leader will be chosen by the poll in this announcement topic by the 7th November 2017. The remaining 9 members will be chosen by the Leader, and leadership role will constantly be handed down to senior members of the organization, in addition to the leader stepping down. With each passing, Neo-Akatsuki's goals may change, but members should stay the same unless people step down, in which case, the leader is allowed to replace them with new members. Each leader may only serve for a period of 3 months, in which he should step down a pick a successor. Launch Event To celebrate the launch, @Sezu will be hosting a world boss raid event on the 2nd November 2017, 3PM EST at "Mysterious Rock Wall" map (North of Takumi village) where he will take on as many ninja. If he is defeated within a time limit, he will unveil little prize! Regards, Rory
  37. 28 points
    Dear Ninja, As of today, we are introducing two of the most anticipated features for the game's world! ANBU stands for Ansatsu Senjutsu Tokushu Butai (暗殺戦術特殊部隊) which means Special Assassination and Tactical Squad. They are elite ninja from the village, who serve their Kage by hunting down ninja in the bingo book deemed a threat by their village. Each village will have an ANBU organization, which will serve identical purpose and follow similar structure. Leaf Sand Squads Each ANBU consists of squads of up to 8 members. However, on assassination missions, they will operate in 2 teams of 4, with their Kage appointed squad leaders. While not enforced, it is recommended that members of the same squad wear the same masks to differentiate themselves instantly. Individual ANBU members should not go alone on killing rampages, and should always do so on the command of squad leaders or Kage. Assassinations The goal of each ANBU is to clear the Bingo Book. ANBU operations should be stealthy. They should as little attention when leaving their village, so as not to be tailed or joined by non-ANBU members. This is to ensure that the enemy is not aware of an assassination, and to keep roleplay concentrated on ANBU only. Missing Ninja and enemy village ninja with zero bounty should not be targeted by ANBU. ANBU are allowed to kill at any location. This includes outside hospitals. Remember - Ninja with bounty are considered criminals. Membership The Kage of each village chooses squad leaders anytime they want, to a healthy amount. Though it is recommended to keep membership exclusive to facilitate better roleplay. The requirement for ANBU is level 30, atleast Genin rank. Squad leaders are incharge of choosing their members, and eventual promotions if there is opportunity to expand. While not wearing ANBU uniform (off duty), members retain their normal ninja rankings eg. Genin, Chunin, Jonin Members are not required to keep their identities a secret. However, they may choose to, or roleplay as such. ANBU members should be retired due to inactivity or long service to make way for new players. Looking forward to seeing you in-game! Regards, Rory
  38. 27 points
    Dear Ninja, For this year's Let It Snow Event I decided to go a little bit further than the years past. With the help of @Angelik Date, @Fuze and @Kvaset for contributing artwork, I'm proud to announce what the event will entail this year. Hidden City of Joy For the duration of the event, our good ol' Hidden City of Joy from back in 2018, will be open to all. This time, the city is 3x bigger, features a gun store where you can buy a pistol and ammo to kill zombies (and each other), new special enemies, as well as 4 new rewards. This will be our most lowbie friendly Christmas event yet. The city is also an Arena Zone, where a single bullet is usually a kill. So watch out for both Zombies and other player's gangs. You can enter the city by talking to an Event NPC in each village. The City will open from 5th December 2020 to 5th January 2020. New Rewards These are 3 new cosmetic rewards available from Let It Snow 2020. We also have a special new cosmetic item, Angel Wings , which will only be available through Let It Snow 2020 and never again through another event. After this event, we will only ever give out Angel Wings to players who bless the server a great amount in a single month. More on that in the future... Some of the rewards from previous years are also available again! You can also get Event Coupons by trading your spare Zombie Organs and Snow Balls. Free Stat Resets FreeStat Reset Visit the Hidden City of Joy and speak to Santa Claus. This year he has a Naughty or Nice list which he will use to decide if you are eligible for a present from me. If you are naughty, no worries, you can earn you way into the nice list! New Cash Shop Items Green War Armor is a time-limited exclusive item that will be on sale for the duration of Let It Snow 2020, after which, it will never be sold again. It is tradeable and treated like a normal item after claiming from your stash, but has no Ryo value. New Weapon Released Although not exactly Christmas-related, we also added a new weapon this update... Iron Scythe Our first ever scythe. It's still going to work the same way as a sword, but this will now drop from -redacted- and be available for Weapon Masters. Art done by @Fuze Side Notes I spend most of my time through the year on development, so I rarely get time to put together fun events like this. But it's always the most fun I have working on Nin Online. The end of the year is a special time for everyone because it's the advent of a new year. Let It Snow in Nin Online has less to do with Christmas and more to do with celebrating another year of Nin Online. So much has happened in the world this year, so I thought it would be nice if we put into extra effort this year to bring some seasonal festivities. We hope you enjoy what we have prepared!
  39. 27 points
    Hello Master @Ueda The community has been complaining about the current states of Hidden Weapons ( Pipe and Fan ). Why? Simply, because, elementals benefits from these weapons more than the actual masters of these weapons ( Pure Fan and Pure Bubble ninjas). PIPE - 2 seconds snare - Low CD - Can spam two of them on the ground without no repercussions - Low damage For a Bubble Ninja, the weapon does not seem that strong, it more looks like it is a mediocre weapon that will help them chain snares but nothing else. For a Water User, this is an extra WP, that allows them to have multiple occasions to chain a combo with INT SCALING with no way for their opponent to escape. For another elemental, the weapon gives them more versatility and the CC needed to cancel jutsus and chain combos with INT SCALING. Therefore, it is clear enough to understand that Water Ninjas benefits more from using a weapon that belongs to their subpath. Not only water benefits way more than it should but Non Water elementals also benefits more from the hidden weapon than the people mastering the hidden mastery itself. FAN - Knockback -Projectile -4 sec CD - Tornadoes, a 1 sec stun that selfstun the users for 0.5sec For a Fan user, like said earlier, the weapon is alright, and helps them do what Fan does wich is knockbacking. For an Int Wind Ninja, the weapon allows them to land Tornadoes out of flicker -> Wich leads to 386 damage minimum ( on 100 INT). Compared to a Fan User that deals 185 damage(on 100 STR) ( Tornadoes + fan hit + kunai ) or 275 damage ( if we include wind barrage, that selfstuns for one second and is a guaranteed punish if used in close range after landing flicker + tornado, so it's not rewarding because you will probably get punished for more) For a Non Wind elemental, the weapon allows them to cancel stuff from range and also get some extra damage with instant jutsus with INT SCALING. Like said earlier, we can clearly see that Wind Ninjas benefits more than it should from Fan abilities, tornadoes allow them to land twice the damage of what a Fan Ninja would deal out of that combo. Non Wind elementals aslo benefits way more from the weapon since they can land instant jutsus (with INT SCALING) out of the knockback from Fan while a Pure Fan can only land kunai and wind barrage most of the time. CONCLUSION The Hidden Masteries Jutsus and the weapons are not the problem. Elementals benefits way more than they should and these weapons are extreme boost when it comes to 1v1 for elementals and this is wrong. To me there needs to be a change on STR Requirements on some of these jutsus as far as I know. For the weapons, to me it is still odd to see a water/fire wearing a fan (not even a wind user or something) or a lightning medic with pipe (not linked to bubble by water or any means). I do not have a fixed proposition to fix this but I am pointing out the problems because they actually affects PVP alot, in 1v1s and in group fights and I honestly think it should be looked at. @Ueda please consider. ALSO, I ALWAYS WONDERED WHY HUNTER NIN HAS WATER WHIPS AS WEAPON AND SAND ANBU DOES NOT HAVE SOME SORT OF FANS AS A SPECIAL WEAPON ( IT WOULD BRING MORE UNIQUENESS AGAIN TO THE VILLAGES SINCE THE THREE OF THEIR ANBUS WOULD HAVE DIFFERENT WEAPONS). I THINK IT WOULD BE NICE TO SEE SAND ANBU WITH SOME SORT OF SPECIAL FAN. Lumy, a Fan Ninja tired of seeing other ninjas benefiting more from tornadoes and fan than himself.
  40. 27 points
    Dear Ninja, I've adjusted our email settings on the site and forum software, hopefully this makes receiving emails from us a little less troublesome. In the past, sometimes it wouldn't receive, would take awhile to receive, or go to spam. Please let me know if any of those problems persist. Regards, Ueda
  41. 27 points
    Tendo Clan clothes added to Clan house & Jakusha Clan clothes added to Clan house!
  42. 27 points
    2nd batch of optimizations. Optimized 230 / 728 Item Graphics so far. These are pretty common items, so you might already start to see an improvement albeit quite slightly. On average the texture loading times of these 230 items should be reduced by around 3.5x. Just another 500 items to go. Edited Takumi Village map to be back the way it was in 2018. The new road was causing lag as it was from a separate texture. Made the Fire Combustion Vortex animation a lot simpler as it was by far the biggest spritesheet/texture in the entire game, and could potentially have crashed people with very low video ram
  43. 27 points
    Heavily nerfed Grand Puppets! Do note that the current state of puppets is a very bare bones implementation, in the future we will add more features to it and we're still getting ideas and feedback from all of you. The reason why I want puppets out in atleast some form is because I want to complete the organizations for each village, next up is 12 Guardians for Leaf and the Medical corps for each village. Really like the idea Balcoin presented of puppets breaking and needing repairs for example.
  44. 27 points
    Dear Ninja, This year we have a simple unique Halloween event! Pumpkin boxes are spawning in the following maps until the end of Halloween (31 Oct) Across the Sea (Mist Village Ship Ride) Desert Warzone Valley of the End Land of Rivers Bounty Station These pumpkin boxes are a trick, or a treat..! Get rewards like tools, blank scrolls and event coupons! (Can be used to claim Stat Resets/Daily Resets/Blessings and more from Prize Corner in Takumi Village) Regards, Ueda
  45. 27 points
    Sasayaki | 囁き|"Whisper" Logo: Brief Description: The land of fire serves as the primary residence for the kinsmen of the Sasayaki clan. Peering from the outside in, these shinobi can often mislead others into thinking they are the utmost lazy and most boring individuals listed in the bingo book(s). This, however, isn't the case at all. This unit is very active whenever their skills are applicable. Given the fact young shinobi are exposed to "rigged" shoji boards at early ages, the brain has already begun training in the arts of critical thinking. Typically an individual would spend one's lifetime figuring out how to win this unbeatable game of shoji. When the correct answer is finally figured out, the kinsmen are no longer required to play the game however in most cases, even though the game is won these shinobi typically continue to play it in addiction thus furthering their tactical capabilities which prove resourceful in the long run both on and off the board. In addition to their intellect, shinobi of Sasayaki bloodline are born with naturally developed keen vision and inhumane flash-like speeds. The combination of these attributes pose the Sasayaki kinsmen as ironical figures having to be so gifted yet "lazy". Even so, it is within these skills that these shinobi have developed a comfortable reputation not just around the leaf but around the shinobi world. History: The Sasayaki bloodline runs deep with ties of a lot of the newly spawned clans in our modern shinobi world. In fact, the Sasayaki were one of the eldest clans to contribute to the leafs construction and/or development. All the forests north beyond the jungle belonged to the Sasayaki clan. These grounds were primarily the hunting areas in which they'd occupy. Typically the Sasayaki would hunt creatures through natural bio aids such as birds. With bird calls, the birds would return melodic whistled responses detailing where the nearest herds of prey were. It was in these actions the name, "Sasayaki" would be assigned to these shinobi which translates to "Whisper" from its Japanese origin. This name would serve as a metaphor detailing how the shinobi would "whisper" to the birds to aid them through targeting their foes. Gradually over time, these shinobi would encounter other shinobi that had ambitions for peace. The clan would then contribute to the cause thus spawning the era of youth for the modern day leaf village. It is in this the First Hokage holds the Sasayaki in favor of the noble deeds of their recent ancestors and has awarded them with the identity of nobility to commend them for their hard work. Clothes: (White, Green, and Dark Navy Blue as well. Cool breeze clothing style.) Members: Deathmall Corgee Ishyn Leevi Konahri Ori Hawt Dairuto Hoseki Fritzo Achievements: (3rd, 4th, & 5th Hokage, 6 Jonins, 8 Chunins, 1 Specialized Jonin, & 8 Council Members). The Sasayaki Clan members have individually and as a family has dedicated a lot of time to the well being of the Hidden Leaf Village. Clan Post: https://www.ninonline.org/forum/index.php?/forums/topic/6899-sasayaki- 囁き/
  46. 27 points
    Dear Ninjas, Happy New Year from all of us in the Nin Online Team! We have so much planned for the coming year, it's definitely going to be the most exciting and eventful year yet. Here I'll try to explain what we have in store for everyone. Starting today, Open Alpha and Alpha phase in general is officially over! It's been a pretty long time coming, over a year of development has gone into making it possible, but we're finally confident that we've met the criteria initially set years ago for what I would consider a beta phase of Nin Online! Sand Village Beta Phase will introduce the 2nd Village in the Nin Online world, The Hidden Village of Sand. There will be an ever on-going war between the Sand and Leaf Village, with world PvP, raiding and all sorts of toxicity (in roleplay). Bounty System aka. Bingo Book The biggest incentive to an on-going war besides roleplay is a bounty system that encourages players to kill enemy village ninjas to gain Bounty and become the most fearsome ninja in the enemy's books. You also gain experience and Ryo from claiming the bounties on enemy ninja's heads. Missing Ninjas Village Ninjas will be given the choice (or their Kages will) to be exiled from their villages. As a missing ninja, you can collect bounties from ninjas of all villages, and rise the ranks as a criminal in the Ninja world, or simply live as a hermit with no connection to any Ninja Village. Expanded World The ninja world is larger than ever with the addition of new hidden maps, new dungeons and the Sand Desert. Our developers have been hard at work expanding the world, leaving small details and easter eggs around. I'm still trying to expand the world and the distance between the two main villages at the moment! New Jutsus The 1st Tier Masteries have been expanded on and re-balanced. In addition to this, there are new paths you can take. For example, if you choose to go Taijutsu, you have two sub-paths to choose from, Speed Style or Gentle Fist. Medical Ninjas can a sub-path into darker ninja arts, mastering poison and cursed seals. Roleplay From Open Beta onward, roleplay will be more greatly emphasized on, with a roster of events that allow players to bond with the rest of the community, form friendships and make memories with one another. We hope to encourage players to write their ninja's biographies and let other players learn about your characters through the forum! ANBU & Sand Assassins From Open Beta onward, the elite ninja organizations known as the ANBU and Sand Assassins will be open to ninjas between level 30-50 of the respective villages. As an ANBU or Sand Assassin, you will be able to adorn the famous uniforms of each group, and participate in weekly events. Kages During the Open Beta, the first player Hokage will be selected through a democratic process, 4 council members will be elected from the village by the players, and the 4 council members will collectively elect a Hokage. As the Sand Village is a monarch, there will be no elections, and Kazekage will choose the next Kazekage after him. Stay tuned to find out who the first Kazekage will be! Nin Online Manga I just wanted to bring this up even though there isn't much progress! I wrote about the possibility for a Nin Online manga awhile back, I've written a script I'm pretty happy about but it'll take me some time to illustrate it all out. If any artists are interested in giving it a go, please contact me via PM with some examples of your art! Conclusion The entire team is working around the clock trying to make sure phasing into beta goes as smoothly as possible. Which is why we've decided it will be best to soft-launch it over the coming month. We have quite a large base of Gold and Silver ninjas, so we hope that you guys can return to help us test and make sure everything is good before we open it to the public and start advertising the game to the rest of the world. With all these new features coming, we hope you continue to support the game we have and will continue to be pouring so much time and effort into in the following weeks. Thank you for all the great times we've had together during Alpha phase. We hope to see you when we relaunch in Closed Beta!
  47. 26 points
    Ninken aka. Ninja Dog Summon added! Available for all ninja. Do note that all balance for summons are very temporary, the way you do get them is bound to change soon. I'm going to make it so that you can have all 3 forms of your summon just so you can keep your puppy forever for example. Their jutsu are also not finalized as a lot of them are meant to have custom jutsu but don't for the time being. Added a small island on South Eastern Sea II.
  48. 26 points
    Dear Ninja, Here's another long form design rant. If you haven't seen the first one, read about the balance philosophy here. These development logs are less visually appealing, but give just as much insight about the future of the game. So if you're interested in game development, you'll probably enjoy my walls of text! The Problem This one is titled "the case against punishing for PvP crimes" to emphasize how much of a choice and dilemma this has been for the game. In the past, when a player for example, killed an enemy ninja repeatedly too many times, they were in a situation where they could squeal on the killer in order to get justice. There was a gray line between what was allowed and what wasn't in some situations eg. which paths can you block / how many tiles away your traps have to be from the entrance, and even if it was clear in cases, the moderation and punishment of said crimes would come down to subjective bias (how close are you to the moderation team, what terms are you on with an admin, your reputation as a player, what village you're from and the GM handling your case etc.). Not all players would report being harassed, because some players can deal with it and understand that dying to enemies in an Open PvP world is part of the game experience. Before I go any further, because I think your rage meter is filling up and you're about to comment how stupid I am down below, I'm going to state that I completely understand that it is not fun once a certain threshold is passed and that no single player should have that much control over another player's experience. It is not fun to be dominated (unless you're into that) by another player and spawn killed for hours. It is not fun to be surprised by traps when you walk into a door (unless you're into that) with no counter play possible. My point in this case is only to explain why moderation is not the solution, and explain the real solutions and why it takes awhile to get them done. If the game allows you to do it without cheating or exploiting any glitches, you should be free to do it. In the same way that Tigers not being able to walk on water or swim can be used to the ninja's advantage. These design choices. In the past, rules seemed grey about trapping enemies around corners to deal damage to them without getting damage in return. But they were always very clear, as long as you did not abuse any glitches (eg. using 3 players to block off the mob's target player, making it endlessly try to hit that player specifically, and not hit any), it is part of the game's design. You are free to use the terrain to trap enemies. In the same way, if the game allows you to place traps on the warp tiles (not a glitch) we cannot punish you for doing what the game allows you to. In the past, moderating these crimes on a case by case basis was a he said she said situation of finding out who is guilty. Which is like bringing two players to court for one persons accusations each time somebody is unhappy about being harassed. We would then have to hear the other side of the story and then the other side again, and again to find out when the cycle of hate began. The biggest lesson I learned from trying to moderate this is that - rarely ever will anyone just decides hey I want to spend the next 3 hours killing the same guy to ruin his day. In most cases, the player has good reason to. Sometimes that player has a mission that requires him to kill X number of enemies (and since the game allows you to kill the same people, why not?) - design problem not moderation problem. Sometimes that player has a bounty, so is being rewarded for repeatedly killing the victim. A lot of the time the player being killed endlessly had triggered feelings of injustice by killing another of that player's lowbie villager whom is now being avenged. In all of these cases, the moderation of said case is grey. It is also design problems, that the game doesn't punish you and sometimes even rewards you for hindering another player's experience. In some of these cases, it is intended. A world where open world PvP and leaving your village to find being a missing ninja is hard for example. In some cases, it isn't intended. A world where getting spawn camped for 3 hours is okay for example. So what defined harassment in open world PvP with actual factions that are opposed to one another? Is killing a player 3 or 4 times in an hour too much? Even if it is completely within character to do so (eg. Sand killing leafs is intended). Regardless so, it is still not the moderation team's job to ban each case of people deciding to play the game - the way the game allows them to. The job of the moderation team is to ban people who are playing the game in ways the game doesn't allow them to by cheating or using 3rd party programs, or offending another player out of character. The solution As time goes by and cases of "this isn't fun" happens. We learn what kind of behaviors to encourage in the game, and what kind not to. There are things overlooked like placing traps wherever you want sounds great in theory, but is highly annoying when done on warp tiles and around them. The solution is from a development and design. For example, preventing putting traps on tiles that are too close to the warp tile manually. Not fun being killed 4 times in a row by an enemy just because it completes his mission? The game shouldn't allow him to complete his mission that way. Not fun being killed for 3 hours in a row for now reason? The game should make it harder for him to accomplish that with guard NPCs or No Fighting Zones which allow you to sneak out. Not fun being killed for 3 hours endlessly because you killed a lowbie from his village? Stop being a dick and expect to get away with it you dumbass. Regards, Rory
  49. 26 points
    Fer's 1st Development Log Katon Karyuudan no Jutsu (Fire Style, Fire Dragon Awakening) Dear shinobi, I bring you my very first development log, announcing this very little update, hoping you all like it. My latest contributions in the game are the Akatsuki Cloak fully animated and the Fire Dragon Jutsu, along with some customizations, but I didn't feel like showing it in this development log. Katon Karyuudan technique I'd like to thank and credit Elk, for making the North state sprite for this skill, and Rory for spending 3 whole days animating the Jutsu as well as the Akatsuki cloak. That's all from me for today, thank you for reading.
  50. 26 points
    Dear Ninja, I'd just like to reveal to your the prologue of Nin Online. It will give you a rough idea of what to expect for the in-game storyline and roleplay backstory. Brace yourselves! Prologue Two hundred years have passed since the 4th Shinobi World War, during which the world was saved from a threat to its existence. It is becoming harder for new leaders to honor the alliances made by their predecessors; the bonds formed during the war are becoming unstable and the peace between villages is beginning to grow questionable. Meanwhile, a copycat group who operate under the same name as the Akatsuki has come to light. Initially not viewed as a threat, the organization was allowed to establish itself before anyone could take notice of them. Their objectives are mysterious and their new leader is unknown. Mankind had made progress in changing age old-traditions of sealing the tailed beasts within power ninja. For years they have roamed the world freely and peacefully, but now have started to behave aggressively. The villages fear the beasts may be under someone's control, and are strengthening their defenses to protect their villages from the threat of destruction and the possibility of another war erupting in their time. Born into a generation which has known only peace and has never witnessed war, you start your journey as an academy student about to venture into the world of ninja. Responsibilities come with every decision you make. Will you become a force for peace and exact your justice, or will you descend into darkness and bring this world to an end? Hope you enjoy the quick read, more details on the history and what has happened between the end of the 4th Shinobi World War and the events of Nin Online will be revealed as we get closer to the beta! Regards, Rory
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