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  1. Both Sand and Mist have utility vests for their village. It's a nice outfit that can show unity between members of an army. Yet.... LEAF DOES NOT HAVE ONE someone playing village favorites or wut....
    7 points
  2. @Ueda Doubt our Kage would let mist take up residence here.
    5 points
  3. Inoshishi Mask, Tengu Masks and Winter Hanzo Mask now conceal identity. Fixed Soap Bubble Explosion losing its knockback on Rank 3
    5 points
  4. The same goes for utility pouches. Although I can see where they are coming from when they didn’t give Leaf a utility vest. Both Sand and Mist ninja were seen wearing these flak jackets as Genin during the Fourth Shinobi World War or at least once in the Show. As for Leaf, I haven’t really encountered any different variations to the Leaf flak jacket except the ones used in the Second Shinobi World War by people like Dan Kato which was a light green plain vest with no pockets, neck guards or scroll pouches. If we were to go down the route of every village getting a vest I’d say the best solution would be to recolour the Sand or Mist vest to a light green (like the one we see Dan wear) and make an NPC sell it in either of the Leaf shops or just set up shop in one of the village’s empty houses. Adding the Uzumaki symbol to the back of the vest would also be a nice addition but that would probably be too much for a simple flak jacket for non-ranked. Anyway, hope this gets implemented.
    3 points
  5. Sand Jonin -> Chase you across all of sand and does Sand knockback waves of damage. Mist Jonin -> WP you and hit you 300 dead Leaf Jonin -> I'M A HELICOPTERRRR
    2 points
  6. Frankly it's just slightly worse than people buying a house, then going rogue and using it with their allies as a safe zone inside the homeenemy village. We've seen Freezehud do that with the house next to the Kage house, also was it Ryuusuken who owned the house next to the gate and was letting any non-leaf hide in it? Kages definitely should be given an instant eviction command, as this feature is clearly abused in pvp.
    2 points
  7. Automated Tournaments Part II Team tournaments added. Any team size can be used eg. 2v2, 3v3. Teams are randomly picked and players are added into a group where friendly fire is turned off for the duration of their rounds.
    2 points
  8. The jacket doesn’t really need to be re-designed as it’s the same for Sand and Mist, only with different colours (Sand has a brown one, Mist’s is a dark blue or black even). A simple solution to this would be to just recolour the existing model to a light green and put it up for sale in some shop. Making an NPC for it would require more time and effort so I’d suggest they add it to one of the existing shops or just duplicate an NPC (e.g. the Ninken in the Eyewear shop) and make them sell the vest and the utility pouch.
    1 point
  9. It's not only before, it also happends when overall cloaking inside this room.
    1 point
  10. Cloaking before fighting Gangster Han makes you lag to the point where the client crashes.
    1 point
  11. Considering the danger zones as their own content (just as RP and Events would be considered a content category), it feels like there has been some neglect to what the zone offers, which can be seen in the recent decline of activity, specifically varied activity in the danger zones. By design, the danger zone accounts for all different forms of PvP, however as the game has evolved and the players' understanding with it, it feels like there is only one way to play inside these zones effectively, which at the moment is to bring as many numbers as possible (or not go out at all if you don't need to) and camp map swaps (which is by far the most effective strategy for winning fights). Personally I've played Nin for ~8 months actively, and during that time, played all kinds of content in the DZ (Solo hunting buffed/unbuffed, outnumbered fights, village raids, PvE, and missions to name a few). The problem: Gameplay is frustrating as it rewards clumped high numbers and mapswap camping, leaving other forms of DZ content neglected Current danger zones have very little incentive (I want to emphasise this, as it is different from the point below and will expand on it later) to go into There is no punishment or sense or urgency to push danger zones (players can effectively wait as long as they like before heading out) I will expand on each of these points, and offer a glossary of suggestions. Please note, this is not a criticism of dangers zones, it is more of a forum to suggest improvements to bring life to them. Please keep discussions on topic and take an objective viewpoint rather than a personal one so we can get points across Problem 1: High numbers (Clumped) + Mapswap camping Part 1: High numbers (Clumped) High numbers on their own are not an issue, infact they bring a more interesting outlook on the game. The problem is when large numbers are clumped. There are many reasons for this, but the main one is the 60 second death timer. The timer feels way too long considering the DZ maps are so small. A player can run from Dark spiders to South Tigers (a very significant coverage of the whole danger zone) in under 60 seconds. This becomes even more of a problem while fighting groups as once you are outnumbered, it does not matter how many people you kill as your kills can be revived with relative ease. Focusing medics is a viable strategy, however the punishment for running high medics in groups has no drawback since all groups are encouraged to have as many numbers as possible. Proposed solution: Reduce respawn timer in Danger zones from 60 seconds to 30 seconds. Safezone timers can stay 60 seconds. Part 2: Mapswap camping Mapswap camping is by far the most efficient strategy to kill any sized groups. For clarity, mapswap camping is when you are waiting on the edge of a narrow map, ready to unload all your jutsus when the enemy swaps into the map. The reason this works is because the enemy coming in cannot react while they swap in and many jutsus have no AoE limit. This inherently is not a problem, as it means with proper flanking, you can also corner the people camping the mapswap, if pushed from the other side, as shown below: The problem develops when you consider how dangers zones are layed out - there is a presence of corridors. A corridor is a map where once you have passed it, you cannot get back into any map above or below it until you pass it again. These are absolutely terrible for the danger zones and what facilitate mapswap camping as a viable strategy. The diagram below shows how corridors work: Each square represents a map in the danger zone. The red squares indicate corridors, and as shown, once you are holding one of these corridors, you cannot be flanked, and can effectively mapswap camp indefinitely, which leads to frustration and a stalemate from both sides. Proposed solution: Remove all corridors from DZ with the introduction of new maps. This would not only allow for outplay opportunity with big factions flanking one another, it would also allow for smaller hunting parties to use creative use of maps to evade opponents and bigger groups. IMO this is the single biggest change DZ's currently NEED. The diagram below shows an example of how new maps can be introduced to remove corridors: The full list of narrow corridors (these are the ones especially viable to be camped): Tanzaku Valley Leaf Tigers Mini Bottom CF Dark bridge Mist Bears 3 Mist Bears 4 Mist Foxes Mist Dragonflies Bears 2 Bandit Caves Bounty House (mainland) KB North Coyotes South Coyotes Takumi Tigers Takumi danger zone Problem 2: Current danger zones have very little incentive to go into Outside of missions (which become basically irrelevant once a player hits max level), bounty and the pure enjoyment for fighting, there is no incentive for the average player to enter a danger zone. This one I think can be fixed relatively quickly by offering more ryo incentives of going into danger zones without the requirement of players being in there. Proposed solution 1: @Ichika has already made a great post about this, I will link it here Proposed solution 2: Introduce a new mob map (suggestion would be the map left of snow wolves, but any new map equidistant from villages can suffice) where a relatively easy mob to kill (compare difficulty to between bears and hosts level). This mob drops an item exclusively used to sell to the shop for ryo (between 20-40 ryo) and commonly drops it (same way as hosts drop DNA). This would encourage players to actively leave the safezones to get consistent ryo rewards, at a higher risk - I use the word consistent because drops like DNA are not consistent, they must be sold to another player to make money. Problem 3: There is no punishment or sense or urgency to push danger zones (players can effectively wait as long as they like before heading out) There is no urgency at all to push danger zones. Compare this with for example raid points located at GD entrances, there is a sense of urgency where you must push, or lose something as a village. This applies to absolutely nothing inside the DZ (except gaining ground so they are not mapswap camped by another village :rofl:). Proposed solution: Honestly, I'm not sure. I would suggest something like raidpoints, but I'd like the community help on this suggestion. Conclusion The points mentioned above are in order of priority. I want to emphasise that these changes are very important to keep danger zones as enjoyable content. Many players enjoy nin specifically for content in danger zones and it's pretty much a part of every players gameplay. I hope you can give feedback on this forum post objectively and that relevant people like Rory and Erox as well as the other admin team not only see this, but give feedback on their thoughts about this, as well as the rest of the community. This post took a lot of effort to create, so please give me the same respect by keeping discussions on topic.
    1 point
  12. 0 incentive. I'd rather spar in toads than run into a group of 9 villagers or try my luck against a 7sm while I'm unbuffed. Side note, people seem to have memories of the old PB. The nerfed Puppet is just as bad as the 12G buff.
    1 point
  13. First most obvious thing - There's absolutely 0 content in DZs for a max lvl player which most active players areeven if you're around lvl 55 there's nothing for u to do out there That being said people that do go out in DZs are only the ones that are looking for action n that's been ruined 1- Not being able to escape zergs ( this is the #1 reason most people dnt go out its simply unfun and frustrating getting zerged n u cant rlly do anything about it. Especially with sensory even after heavy nerfs it's sill too good at map locking people. when u enter a map, see the zerg and try to escape someone's gonna sensory u instantly. ) 2- Mapswitch/choke point camping - there's alot of chokepoints in DZs for example dark bridge - if that map is camped and you're stuck on the other side it's literally impossible to get pass. IF you push in even with an army you wil just get bombed at the mapswitch you're left with the only option to turn back n log off> This happens alot on any chokepoints where there's no other way to go around few examples. Mini bridge - KB - bandit cave - mist foxes map - sand GD and sand village entrance - mist village entrance - Danger zone outside of takumi - takumi bees- and plenty more 3- leaf having an underpowered org buff(12G) - they sure have more numbers but everytime they lose because the other side's Org buffs were just way better it's frustrating and they'd ratter just avoid it even if they know 7sm or PB is in dzs they wont bother going out because they have nothing as equally powerful to fight them. the fact is Numbers > buffs but this isnt always true alot of maps in DZ favor some buffs + they dnt always have the overwhelming numbers to fight the buffs 4- No real reward to hunting/raiding - Dnt get me wrong bounty is rlly satisfying to get but that's not enough people dnt even go out for bounty anymore if they got a mission requiring bounty/kills they just buy them from other players. Everyone ignores vilage raidpoints the bonus they give barely matters u cannot make the difference between having the raidpoint buffs or not people just take them for fun it's nothing to go out for What we need just my opinion but we need high lvl ryo missions + org missions ( anbu n such ) all these missions should be dzs related and we neeed all the points above to be addressed especially the zerg problem. people hunting solo or duo should atleast have a way to escape zergs. this is all i can think of from the top of my head there's still other stuff
    1 point
  14. Less one-ways and buffs. 7sm and PB jutsus are just broken. In many cases you can only travel through one map to leave your village area (DB, KB, B3 just to name a few). In some events no matter what you do you just can't win, so why bother? There should be more missions as well. Honestly, Rory could add a new type of mission to the third person at the mission assignment desk that rewards you with a different type of currency and gives no experience points with it's own reward set for level 60s to travel to danger zones. New zones with it's own rewards is always good to bringing people to the DZ. Snow bandits was taken away so now there is no people moving out to DZ for that purpose. World Bosses (WB) are done in-correctly. We got mini-bosses at takumi that will always drop ryo, but WB won't even drop you 100 ryo. There is not enough incentive for the normal folk to contest the area. Also the Monkey King is cheesed. People attack it from afar without being aggro'd unless you get 1 shotted. WB should always be on a bigger map for the damage they do. Tanzaku should have a different type of discount for their tools or a different set of tools/weapons to use. This will move Leaf and others to bother with going out to that DZ area without being notified of someone killing a lowbie at bees. Crafting would be a great way to bring people to the DZ. We already have blood items and psn kunai that are craftable items. More things that require specific DZ items to make will bring people out. Jobs will be another thing with similar effects. Collecting fish from a specific river, or collecting wood from a specific tree. Missions like Blood Puppets need to be adjusted. Their sole purpose is to bring Leaf to Sand's DZ, however none will do this as it is not worth it. The mobs inside should be lessened and another room should be added to make up for this (maybe a basement). It is too tight inside for anyone to farm, especially with enemy ninja. There should be a damage adjustment too. I do not know how a WM would farm there. These are some of the many things that could be done... Like if you agree.
    1 point
  15. Large Poof Animations for Larger Summons Tanzaku Dice got more generous Tanzaku Dice rewards increased from double Ryo to triple Ryo for winning bets. Bubble Clone changes Bubble Clone no longer does Bubble Prison Technique. Bubble Clone can now cast Bubble Spray, Bubble Solution Spitting and Great Soap Bubble Technique. Cell Regeneration Technique now heals more times with shorter intervals (3s -> 2s) in smaller increments Although the description will say that it is healing less, because it is in shorter intervals (5 times over 10s) vs (3 times over 9s) this is a huge buff because it will include 2 additional chakra scaled heal ticks. Poison Senbon Stun reduced from 1.5s to 1s. Poison Scalpel Technique Cooldown Reduced from 9/9/8 to 8/8/7 seconds Land of Waves no longer has Danger Zones, conforming to Land of Toads Level 20 is a bit early to introduce harass to players. Adding sitting animation to seats in Leaf Mission Assignment Desk map. Fixed spiked baseball bat animation. Fixed crash related to missing graphics 0.nin in items folder. Fixed large snake summon outline error.
    1 point
  16. Dear Ninja, As much as we want to focus on making the old players happy with new content, Nin Online has to continue to become a better game for new players as well. A better experience for new players, means more players will stick around and join our community after all. We're starting off 2022 with a new location, the Land of Waves. Following the same format as the Land of Toads and Land of Iron Arc, the new location comes with a level 20-30 story arc. Nin Online's main story missions take place in a chapter format that all start from Mission Assignment Desks in each village. This new location contains 15+ quests, new items, enemies, bosses and more! Thank you to @Both for helping out with the artwork for the exterior of the train, the mobs and more. Regards, Ueda To discuss this announcement, reply to this topic:
    1 point
  17. Streamlined Story Arcs to not require Summoning Toads You now travel to Land of Iron, Land of Toads simply by interacting with the "Lv.30 Arc" & "Lv.50 Arc" NPCs in your respective Mission Assignment Desks. This is in an effort to streamline/simplify these mission arcs for new players and not require us to maintain the Summoning Toad NPCs, which was running out of dialogue choices. Added Keybind for Tournament Bracket UI Set it in the options menu, it's still Tab by default
    1 point
  18. Dear Ninja, It's been another year... time flies! In 2021, I daresay we made the most progress on the game in a single year since its inception. Although a lot of the time was still spent on developing the game engine and making the core experience more enjoyable, we're quickly reaching a point where story content, more missions etc. is the biggest concern. As mentioned in the recap from 2020, we aimed to get @TheWolf on the team full-time as our Lead Programmer, and the plan went through, which led to a year of great development progress afterwards. Here's a short overview of some of our development over just this past year! Further Server Improvements In 2020, we remade the game's server (previously in Visual Basic 6) to C#. In 2021, we went one step further and upgraded it to perform better & more consistently over time, rewriting a lot of the core code and replacing dated technology like .NET Framework with .NET 5, turning it into a console application as well as other ways of making it more lightweight like moving some of it's functionality to our cloud database. We also rewrote a lot of logic, cleaned up the code further and are building new functionality like the new tournament system modularly. New C# Client with 64-bit processing! Yes, that was this year. We gave the game client the same treatment as the server, moving to C# and modern technologies within a span of a couple of months. An interesting story is that we reached out to companies that specialized in converting dated software to modern technology, asking for a quotation on doing it for our client. But before they could get back to us (in a couple of days), we were already close to finishing a working prototype of the new client. I'll let the emails speak for itself. I'm sharing this as a testament of sorts of how stupidly efficient and talented (mainly Wolf) our team is and how proud I am of it. A team of professionals who've made their careers around modernizing code bases brought up concerns, recommended other options and told us we might not be able to reach the same performance of the game client in C#. Yet we did all of that and improved performance marginally in a matter of days before they could make that response. In comparison, there's games currently like Habbo Hotel, MapleStory with multi-million dollar budgets and teams of dozens of people working on similar projects and barely scrapping through or failing at. Habbo Hotel re-launching it's old client after a failed attempt at deprecating it and replacing it with a Unity client and MapleStory losing 32-bit support completely, taking years despite simply being an upgrade to support 64-bit processors - not even a full rewrite. After learning from what we did with the visual basic 6server conversion project, the client was for the most part a breeze for us! I'd also like to thank our Gold Ninja & Silver Ninja on Discord who started testing the New Client with us since January, in preparation for the deprecation of the old client in April. Our Gold Ninja program has always been a way for players to show support to Nin Online through donating a one-time fee, the same price as an indie game title and It's completely optional! While other games monetize through subscription models or by selling Pay-To-Win items for real world currency, Nin Online continues to believe that ethical Free-To-Play is the way to go. This is what the New C# Client looked like at launch in April! Once we had both the client and server modernized, development significantly sped up. We were no longer held back by dated development tools and the lack of proper debugging tools. Here's just some of the awesome stuff we worked on this year. Automated Tournaments (& Events) System As our latest major feature, we've replaced the need for GMs to host tournament events with our very own automated system that can (currently) handle hosting 1v1 tournaments better and faster than a human could and with less error. We're still expanding on this, but we plan to make it as stable and all-encompassing as possible and then schedule automated tournaments throughout the week so that players can depend on it always happening on time and efficiently! Click on the image to view the full video! While 1v1 Tournaments are not the main focus when it comes to Nin Online gameplay, we recognize that this is a fan favorite event (the best things are usually the simplest). We'll soon make it support team tournaments and much more as well. The eventual goal is for this system to be able to host a Chunin Exam by itself. Hair Color Rework Something I've been talking about doing for a long while (since we first launched the new client in the start of 2020), making it so hair colors only require one color artwork (white) and a graphical shader recolors it based on the user's preference was something we finally got to add. This update served more purposes than it first seems, solving multiple problems... The first issue with the old way we did hairstyles (27 colors and 27 artwork files required for each hair) was optimization, if multiple players were on the same map with different colors of the same hairstyle, it would still require a separate texture to load. Textures loading can cause stutters on older PCs and take up a lot of memory. We reduced the amount of hair texture files 27 fold, meaning we went from 2214 texture files to just 82. The second issue was that preparing artwork for new hairstyles took a lot of unnecessary work, with each hair artwork needing to be manually recolored to 27 different color palettes. This reduced work time for each hairstyle and made adding them more accessible for us and for players to contribute artwork. The last issue was that we wanted players to pick from any color in the spectrum, and for individual parts of the hair (eg. Accessories and dip dye designs). We came up with a very advanced solution that only requires the use of a single texture file for each hairstyle, while still containing all the information needed for the graphical shader to know what to color for each color channel. New Day/Night System, Advanced Lighting, Dynamic Shadows & More! Arguably the prettiest thing added to Nin Online since 2013, the new Day/Night overlays, God rays, Lighting system and Dynamic shadows have come together to make Nin Online so much prettier than it was before. Some of this was inspired by the player @Adarya whom submitted great fabricated screenshots for the Screenshot Competition we held in June. This really goes to show that a picture can speak a thousand words. Nin Online has always had beautiful pixel art thanks to dozens of contributors over the years and myself. But until now, these graphics have not been used to it's full potential. I mean, how could we have had lamp posts that never lighted up at night for 7 years until now? That's pretty hard to fathom in hindsight. The only reason we couldn't do it was that it would've never been performant/optimized enough for players on our old Visual Basic 6 client. I'm just so glad we're past that now. Advanced Lighting The lighting system is also probably one of the most optimized 2D Lighting systems ever made, generating quadtree meshes so the client knows only what is needed to be rendered at the time. Dynamic Shadows Another cool visual feature is that characters now cast shadows in real-time, based on their positions relative to the light source. This gives a very pretty effect that is clear from this image! By the way, all the lighting is updated instantly for all players, editable within the game itself by our developers. Nin Online's development toolset is contained within it's game client, which while is very complex to make, makes it possible for us to add content and many of our updates instantly without the users required to patch their clients. New UI System Maybe one of the less obvious advancements we made this year was the creation of a custom new immediate mode user interface (UI) system that has allowed us to rapidly create new UI. As such we've been able to add all of these UI very quickly. A lot of development of new features was previously held back by not being able to easily add UI. Here are some of the new user interfaces introduced or remade this year: Cash Shop/Specials Items Stash, House Panel, Corps Panel, Title Management, Report Player, Confirmation Prompts, Blessing Message Input, Mailbox, Options Panel, Notifications And these are just the user interfaces accessible to players, we also use this on our developer tools! One thing players probably don't know is that we actually developed two new UI systems this year and are in the midst of deprecating the first new UI system in favor of the New New UI System (the immediate mode one). The first UI system was alright, it was used for the Options Menu and the Mail System, but it was tedious to add new UI so kind of defeated the purpose of it. It also had rather poor performance due to re-cursivity in the design. Mail System A feature that seems almost like an afterthought, but is actually very useful for us, is the new mail system. With this, we're able to easily handle things like giving our items to players whom are offline without manually accessing the database to edit player accounts. We're also able to distribute prizes, quest items, send furniture back to players when Kage clear them from shared spaces etc. Basically any time we need to give someone an item while they are offline or their inventory is full, we can use the mailbox now. So the mail system is actually a lot more important than it seems. We also will soon make the mail system usable by players to send items and messages to one another! Instanced Maps, Housing & Furniture System Another huge feature added in 2021 is the new instanced maps feature. This allows us to have maps that are not loaded into the server's memory all the time, so they don't have any strain on the server, unless players need the map. That limitation would've prevented us from sustainably introducing player housing, because every player would've meant an additional map that needed to be loaded on the server start up, and taking up the server's memory. Adding player housing on top of the instance feature was then easy, and to make players able to customize their spaces, we added the furniture system which players are already using creatively to create shared arenas in the village, bars and other roleplaying spaces. Mist Village Public Arena @Northwind's Bar in Asoki Port Village We can't wait to introduce more furniture in the future and let players get creative with it. Also let's not forget Wolf's side project that he worked on in his off time made it so you can watch YouTube videos in Nin Online through TV furniture, or display your favorite YouTube Videos in your house for visitors! Cloud-based statistics & analytics logging We moved all our server's analytics to our cloud database. Thanks to this, we're able to share some fancy statistics! As of 13-Dec-2021, we are seeing 61 average players online across all time zones, and peaking at around 100-148 players online daily! (in Toad, English, North American Server) We've had 39,240 Ninja in the English Server create their ninja in-game! It's times like these I think back on the 2016 thread pointing out that "Nin Online is dying" and titled as such Corporation System replaces Official Organizations Our old Organization system was unsustainable as it required a lot of admin intervention to keep running. Every time we introduced more organizations, it created a lot of administrative work. Hence, as one of the first targets of this year, we aimed to automate and put control directly into player's hands. The old organization system was flawed because it was too hackily linked to the forum software and with a third party forum plugin that was deprecated. We did not have the source code for the plugin, so we were unable to make it do what we needed or upgrade it for the forum software's latest versions. As such, the old organization system was holding us back from upgrading the forum - and oAuth 2.0 was broken on the versions of the forum we were on. This created a dilemma for us that we had to solve all at once or not at all. We have completed the first, most important, part of the systems that will fully replace the old organization systems aka. Corporations. At first, it was using Winforms for the UI, which was very hacky and unintuitive, but once we were done with the New UI system, we created a new UI for it with that. The new corporation system includes functionality such as adding limits (max tenancy period) to how long a player can remain in the Akatsuki, ANBU etc. as well as how long they cannot return (time out). It also allows for setting of roles and rights of those roles directly in the game. The next step in replacing the old organizations system is our plans for a Player Organization system that will just be called Organizations. Players will be able to create ie. Guilds that they can add more players into. Players will be able to contribute towards the organization to unlock new features for it's members. This will hopefully be done in 2022. In total, we finished over 150 Programming Tasks This is just another interesting statistic from our private workspaces. We moved from using Asana to Notion this year, and together eliminated 153 out of 214 tasks in our list (of things to that are required for Nin Online to be code complete). This list included tasks that dated back all the way to 2014 as well as newer tasks. We don't add tasks for things that can be done quickly and immediately, so these are all at least somewhat substantial and can range from anything from "Make player outlines render above everything" to "Auto-Tournaments" to "Lighting System". When I talked about some of the major development changes earlier on in this post, I had such a hard time picking a few out of the list of notable features to expand on because there were so many important changes, but here are some of the others that you might have forgotten has only been added this year... Other Notable Features Transformation Jutsu Pushball Event Red Light Green Light Event Notification System Blessing Messages TV Functionality for displaying YouTube videos in Nin Online Corp Chat Zooming Camera & Target Tracking Running Indicator Player Reporting System Smooth NPC & Projectile Movement Smooth Knockbacks & Knockback Direction Rework Huge optimizations to game installation size Pardon/Exile cooldown Raid System Removed Authentication Server in favor of passive cloud-based solution Server upgraded to .NET 5 Chat Swearword Filter Cloud-based Player Saves Replaced Zlib with LZMA for graphics & packet compression oAuth Login System New Map Renderer New Player Renderer Offset AoE Atatcks New Graphics Encryption method Moved Item & Jutsu Data to Cloud Database Chain Missions New animated login screen Keybind Settings in the Options Panel (Previously they were done in notepad config.ini) Quality of Life Changes Items & NPC names display toggle function and keybind New outline targeting shader & color options Chat bubbles are hidden for players who are cloaked Item drop animation Chat bubble duration based on message length Colored Chat Bubbles Confirmation when Adding Stats Revealing targets behind large objects/buildings/trees aka. Look behind feature Camera moves to NPC you are talking to Displaying Player Title over names Emoticons positioned based on name and title visibility Confirmation prompts for buying/selling items /ignore is no longer case-sensitive Clipboard paste to chat box Option to skip Genin Test Login status displayed on the login screen & new login background Expand Chatbox Feature Ninja Time Displayed at bottom left of the screen Camera Speed Setting Dynamic Game Window Resizing We resolved over 100 Issues This year, we introduced the GitHub Issue Tracker, and then deprecated it, moving over to the new issue tracker right in our forum software. Throughout the year, players submitted issues they were facing. These were anything from crashes to minor bugs affecting them. With this system, we managed to resolve over 100 issues that were submitted by players. Some of the major bug fixes this year include... Fixed over 30 crash bugs Fixed weapon timer desync causing every alternate attack on some weapons to not register Fixed summons not being able to use or get DoT buffs Fixed summons killing NPCs not counting towards XP and Kill counter for missions Fixed player directions not updating visually on the client side when auto-attacking an enemy Fixed Team Display Icons Fixed trade requests failing sometimes Fixed login screen using unnecessary CPU/GPU processing power Fixed heals sometime doing 1 extra interval Fixed bug where If you cast Substitution right after moving to another map, you get stuck Content Additions This year, we introduced the Level 50 Questline - Land of Iron Arc - as well as a bunch of World Bosses (Dark Monkey King, Dark Weasel, Chimeriko etc.) We added housing districts in each village, and over 100 furniture items. Besides this, we released dozens of cosmetics, event prizes & NPC drops and more! This year saw even more player contributions, with a large number of players stepping up to contribute hairstyles, clan items, event prize artwork (pixel art) to the game. This is awesome because Nin Online has always been a game made by fans for fans, and so seeing players contribute their time to make the game better in the areas they want is encouraging! We also spent some time aiming to make the beginner experience a little friendlier with the Level Up! Quest Lines, free automatic stat reset at level 10 and more... We also balanced quite a bit this year with... Major balance changes Reduced Critical Damage Charging Chakra Rework Sensory Jutsu rebalancing Mystical Palm Jutsu rework Will of Fire rework Weapons Mastery Requirements Free Stat Reset given at Level 10 Transformation Technique reworked Rebalanced missions that were too hard Added Level 30 Bubble Jutsu Gentle Fist, Weapon Master, Medical Ninja and Taijutsu balancing For a full list of changes, you can start on Patch Notes page 30 and work your way up to 34! Deprecated Old Updater Software We also abandoned our old Updater/Patcher software that was made and maintained in-house in favor of using PatchKit. This helped solved a regular issue of players who had problems updating their games because of their Anti-Virus software not trusting our C# application. PatchKit settled this for us by having their own certifications and took a burden off our shoulder. Old In-house C# Updater application New PatchKit Updater The old updater software is now open-sourced and free for non-commercial usage. New Forum & Website Designs This year, I also found time to upgrade and revamp the forum software and website designs, after almost 3 years of the same designs (since beta launched). It's something that I've been wanting to do but has never been a priority. I grew up in the 2000s spending a lot of time as a web designer/developer, so a lot of small things about the old site and forum designs bothered me. This became important because of the game becoming more integrated to the forum through the login system using oAuth 2.0. oAuth 2.0 is the standard for security in logins on the web. It is also partly what allowed us to deprecate our Authentication server (a separate C# server application that would liase with our forum's MySQL tables to verify logins) since all of the authentication is handled by the forum, along with the move to MongoDB for the game server registry. The website is important because that's the first thing that anyone who visits our website sees! Two Game Services On top of all that we did, we also were managing two separate game services. North America aka. Global Nin Online and Nin Online Brazil. Shout out to @Kenock, for taking on the role of Ueda in Brazil. This meant while we were pushing updates to Nin Online, we were also regularly pushing updates for Brazil. We also went through a lot of trouble, switching between hosts in Brazil multiple times, I can count at least 5. Hosting in Brazil is not as convenient as in North America, as servers are both weaker and over priced, hosts are less professional etc. In Nin Online Brazil's first year of operation, it already has and peaks at around 70 Players online daily with a 31 player online average across all timezones. Events As time goes on, we hope to provide more and more events for players as a game service. As such, automating them is crucial to free up time from hosting repetitive events, to create creative events that players can enjoy each season. This year we managed to host 3 seasonal events, 8th Anniversary aka. Level Up! Event Halloween 2021 Event Christmas Hidden City of Joy Event In particular, the Halloween Event was something we tried spending more effort doing. This included searching for prize sponsorships and handling logistics for prizes. Once again, we're thankful to JumpButton Studios for sponsoring prizes for the event. Thanks to them, we were able to give 1000 USD worth of prizes including brand new Nintendo Switches and Razer Accessories. We learnt that it is a lot of work to run an event on such a scale. As such, we'll probably not do that very often or at all anymore and instead focus on events that can be automated and scheduled by the system. Eg. A yearly halloween event that activates itself without our intervention. This year, thanks to our GM Team, we managed to host 6 bi-monthly Chunin Exams, making it the first time we've successfully hosted it as planned! Final Notes There is a lot going on behind the scenes every day to make Nin Online possible. There's also a lot of decisions that may seem trivial or not make much sense from a player perspective in the short term. Like why it was important for us to move to oAuth 2.0, why we had to deprecate the old Organization system. But each decision was made with a lot of careful thought put into it, and unfortunately, with limited time comes unlimited responsibility, so I couldn't be spending time justifying each change we made. Instead, just as I've done for 8 years now, I let the results speak for itself and hopefully after 8 years people will start to trust that the game just gets better over time and that we know what we're doing. 8 years is crazy to me, I don't believe there's another game out there in such active development 8 years after it's inception, with our (lack of) budget. I feel it's always necessary to point out that Nin Online does not have the large scale funding that most MMORPG projects do. We're a team of 2 developers and lot's of volunteers. We don't monetize unethically, and we still work full-time on the game because you love it. I'm super proud of what we've accomplished in 2021. I think it's hands down the most productive year in Nin Online's development. This coupled with what we have in store next year gets me excited to continue to be at the helm of Nin Online's development. 2022 is looking just as hopeful, now that the game's codebase is both modernized and stable, you can expect major improvements and feature changes at a good pace. We are also set to launch 2 major story quest lines! Once we're done with that, the sky is the limit for Nin Online. There's never been a better time to play Nin Online, and to introduce friends to the game, so if you enjoy Nin Online, we hope you tell all your friends about it! (and we'll say the same thing next year when it's even better) Oh, since you made it this far, here's a special discount coupon you can use in the cash shop (First 100 uses only!) LETSEND2021GOOD for 21% off anything in the Cash Shop Regards, Ueda If you liked this post, maybe you'd be interested in learning the History of Nin Online that I wrote about a couple of months ago Past Year Recaps
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  19. Great detailed post. Thank you for taking the time to write it. This gives me a lot of ideas.
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