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Showing content with the highest reputation since 06/22/2022 in all areas

  1. New Preliminary In-game Rank System We're moving as much of the rank system to not require Admins to add the ranks to players manually. Preliminary Automated Chunin Exam We're working on an automated chunin exam event. Added "Force Say" command to allow admins to force players to send text or commands (for debugging) (Hopefully) Fixed a bug causing NPCs to lose Aggro for minutes on end Fixed an instance map threading error Add Exile Date to Pardon warning message Fixed and Improved Kage Menu Ninja List Will now only receive ninja from own village
    10 points
  2. I'm bringing this up because it has been over a year, and I think the community is much less toxic. Plus, with the help of a friend, I got a few new ideas. "It is upsetting as a player to hear things like, "Oh, there are only 4 of those in the game. It will cost 500k or more to buy if that person wants to sell it." Farming bosses should give you some sense of progression. For instance, each time I kill the dark monkey, it should drop a token, and then after 150 tokens, I can buy the weapon. This would create a better player experience for farming and would also help balance out the economy. It would still make these weapons rare enough that not everyone will be running around with them but common enough that you dont have to pay 800k for a Kraken hammer. This is just an example, but each boss takes about 30 minutes to respawn, so in this example, it would still take 75 hours of grinding (waiting for respawn) to get this weapon. I think something in this fashion could work wonders for the game's overall economy and player experience." This is my old post TLDR: farming should give you a sense of progression, not sadness. My new ideas are to make the current boss weapons Legacy and give them a cool skin/overlay that is interchangeable. Therefore, it still makes those valuable but not necessary for the build. This will also help the OG players who spent too many hours getting them to feel like they still stand out from the rest. Another idea is to make the weapons from the token vendors non-tradable. This would not affect the market and allow the people who want to put in 75+ hours to get the weapon guaranteed. Still, it won't overflood the market, making them worthless. In closing, something should be done about the drop rates or the progression of boss loot. This can be helpful since there is not the most extensive selection of weapons (other than swords). It will also give the players a better sense of accomplishment instead of potentially never getting the drops. Let me know in the comments what everyone thinks. Gaara
    9 points
  3. Better looking Damage messages Damage dealt by you will now be orange so you can tell what is dealt to you vs. what you deal to enemies easily. Also improved the animation to add some randomness to the direction it moves to prevent the damage all stacking on the same position, and being unable to make them out. OurmYJq.mp4 Mostly finished up Automated Chunin Exam now...! Be prepared! Options Menu redone in New UI System With much better keybinds layout & tooltips for all options Mailbox & Sending Mail merged into one UI Mailbox is redone in new UI, works a lot faster, not as big of a delay when opening it anymore. Added "Mute Sound" and "Mute Music" buttons in options menu to temporarily disable them while still keeping your favorite volume levels Added a little text shadow to make reading chatbox text easier Moved Run Indicator to new UI system, moved position It was previously obscured by the new "More" button (Admin Only) Added feature to completely take control of an online player (GM/Admin) Shift + Right-click Minimap to Warp to that point on the map (Admin Only) Improved admin warp Now reflects instantaneously locally first Prevent Friends & Trade notifications from being spammed It will now only display one trade request from the player, and only allow it to be bumped when the old notification "on screen" timer has ended. Also added a rate limit for sending Party & Trade requests. Removed old method of text wrapping for fixed width chatbox All kinds of messages will now be displayed with fluid width Friends are now removed when you reset your character so they cannot be abused Fixed Mailbox not claiming from newest entry when clicking "Claim All Items" button Fixed Events, Shops, Drop Item Choices opening Chatbox Input (when hitting enter) Fixed pressing up and down on chatbox to get old messages exiting the chatbox Fixed not being able to remove a player from PM Fixed slugs not healing when player is in a Team
    6 points
  4. Player Clans now display as an Icon beside the player's name instead of text Displaying the text could be confusing at times, not sure whether the player is named "Ueda" or "Hayashi Ueda" for example. This would complicate things like PMing individuals. Max Piercing for Projectile Jutsu We can now make it so certain jutsu only pierces X amount of times before being destroyed on the next hit target. For example, we can make Lightning Senbon pierce once. Eg. This is a projectile that pierces 2 people. Equipment can now have lighting effects We can now add items that when worn, glow and light up the surrounding area. Furniture can now have lighting effects We can now add furniture that can light up the surrounding areas. Eg. Street lamps, fireplaces, lanterns. Added Keybinds for World Map and Minimap Toggle By default the keybinds are "]" Right Bracket and "\" Backslash Moved Tournament Scoreboard to new UI system Also added scrolling for when there's a large tournament. Previously, it would cut off. Added more debug information for NPCs on /debug so players can help us with solving the enemy aggro bug Fixed PvP Mode sometimes changing for no reason Fixed Hover & Click effect of Mission Log shortcut button Fixed Tab going back into Chatbox unintentionally Fixed bug where players would sometimes be stuck in Leaf Academy Classroom
    5 points
  5. Added /debug option for players to help debug NPCs which lose aggro If you experience the issue where NPCs lose aggro, please record a video with "/debug" enabled Misc Fixes Fixed Player Sprites not rebaking when only difference is hair color intensity Chatbox Fixed previously broken "/r" feature If you type "/r <message>" you will send a reply to the last person who PMed you Changed default chatbox size (for new installations) to be around the same as old chatbox Added tabbing out of PM Player Input box Previously, you could tab in, but had to press enter to enter it. Tabbing back out now works. Fixed the slight jerk that happened when you hit enter to enter chat mode PM Player Input now keeps the name of the last person you PMed Friends Optimizations to Friends UI Threaded operations that require API calls to the forum. Sending requests and removing offline players as friends should no longer momentarily freeze the client. Player Right Click Menu Fixed the sizing of the "Unblock" button on right click menu Mailbox Fixed mailbox causing a client hang if you have no mail Esc Key to close Mailbox UI now works Run Indicator Moved HUD to render behind other new UI by default
    5 points
  6. Chatbox Improvements & Fixes Tab now quickly opens Player Name Input Box Fixed crash caused by typing certain characters in Chatbox Fixed PM/Private Messaging Escape key now escapes from Player Name Input box Pressing Enter to return to hospital no longer triggers chatbox Shop window amount input no longer triggers chatbox Fixed PvP Button not changing between Red/Grey states (Regression)
    4 points
  7. (Admin/GMs) Moved /mapreport UI to new UI System (Admin Only) Can X/Y Offset negatives in Item Editor Light position Esc to escape PM Name Input dialogue brings you back to chat Lamps and Furniture that should be lighted now have lighting! Equipment lighting now properly hides with cloak of invisibility Fixed backspace on Drop/Buy/Sell X amount input dialogues Fixed Tab still going between game and chat in some cases Fixed Normal (Default) Black Eyes being Purple Fixed Eye selection on character creation Fixed Mission Log still acting as though it is visible when its not (when hovering items)
    3 points
  8. Yes, the legacy weapon should still be able to drop too.
    3 points
  9. I think creating a potential different appearance between the one that drops vs the one that can be bought could help out as well. So the people who have farmed it or do farm it in the future have a different "legacy" skin compared to those that bought it. That way there can still be a highly valuable more rare version but others can still eventually get at least a version of it. They should probably have the same stats though. But idk.
    3 points
  10. Instance Map Warps We now have a way to warp players into 3 kinds of instances... Solo Instances Team Instances Team Instances with Auto Warp (Brings whole team on entrance map in automatically) This has been a long time coming, but we've had instances in the engine for awhile. Now we can use this for boss maps and in the future, full dungeons. (Admin/GMs) Most /commands can now use "Brackets" to enclose names or strings with spaces in them Previously, we couldn't warp to a player with numerical names. This solves that and also allows us to write cleaner commands in the future. (Admin/GMs) /mapreport now focuses on search bar by default, and Enter warps to the first search result NPC Aggro Bug Fixed 90% sure that it's fixed for good now. Took about 20 hours to solve this yesterday, honestly we received so much misinformation about this bug that it led me to a lot of wrong assumptions and rabbit holes that just made solving this harder. The hardest part about this bug was that it was no replicable on a local/test server, so I had to come up with methods to debug on the live server. Re-added NPC Logic Threading and A*Star Pathfinding that was previously disabled to test for this Fixed a bug where NPC's Projectile collision was being checked on projectile caster
    2 points
  11. Bit of a vicious cycle, I was nice when I started and didn't mind dying in a PvP game but after the 5th time some clown kills you and types 'L' you start waiting on the day you can return the favor. Leaf jumping out with 6 50+ every time for a lowbie is part of it, Sand not letting literally any lowbie through GD without tax or dying is another (Mist dead so who cares). On the other hand, it forces you to learn the game. As a lowbie I learned how to sneak through villages, how to wait at the top of spiders as the response team of 6 leafies came hunting for me then slip by, I learned shortcuts through Mist and flicker points. By the time I was 50 I felt like I learned a lot more about the game than in other MMOs I've played. Besides that I'm not sure what can be done. Telling people don't be toxic isn't going to undo 9 years of player killing and rivalry. I agree with lowering mission frustration. They could be better explained. Bad missions should have exp rewards buffed or mission objectives altered. Especially as a fresh lowbie the ONLY thing you do is get killed, grind mobs and do dailies. Grinding mobs has never been fun, getting killed isn't great so at least dailies should feel good. A lot of new players burn out just getting to 20, despite it being relatively easy these days, because the logical gameplay is to grind and take dailies (which are not worth taking) and nothing else is well described. I'd have to make a lowbie helper account just to help every new player get to 20 in a reasonable time frame. I don't see the problem in telling lowbies there's missions for their level in Takumi, and giving them a map that actually takes them there. The odds are they get killed on their way anyway; that should be the challenge, not the opaqueness of missions in the game.
    2 points
  12. the reason why the game doest have +300 player is because the community is and always was toxic.
    2 points
  13. If u think nin isnt hardcore pvp then your very mistaken. Literally 99% of the content is pvp based , the updats most of the community want more are balance updates , the whole point of leveling is so u can defend yourself in pvp and participate in tournaments and try to join official orgs to prove your power. Literally the entire community thrives around pvp, village raids , hunts , pvp events, scrims , official org scrims, daily automated pvp tournaments . Most of the official orgs only accept good pvp players exactly because there is a sense of pvp competition between villages. Theres literally an entire village were the political system is all based around pvp . I believe you are mistaken if you think this isnt hardcore pvp.
    2 points
  14. “Greetings from the player balance team. This patch will cover the next two masteries, Fire and both Weapon Master paths. With the addition of the projectile destruction mechanic, Int Weapon Master now has a very glaring weakness in that its 3 trap projectile jutsus can be destroyed once cast. To compensate for this, Int Weapon Master scaling is being increased with base damage adjustments. Dragon Fire’s damage potential from multi-hit 60% Int scaling Dragon Combo is being reduced so it’s slightly less oppressive. In the future, Str Weapon Master jutsus will receive an update at the same time their weapons are addressed. The focus of Str Weapon Master mastery will continue to be with the swords themselves. The next patch in July will focus on the Taijutsu, Gentle Fist, and Lightning masteries.” Developer Note: This is still only the first part of changes from the balance team for these masteries/playstyles. This contains the approved changes, as some of the changes are yet to be finalized. June 2022 Balance Patch: Fire and Weapon Master (Int+Str) Fire Mastery Big Flame Bullet Technique CP Cost increased from 20/20/20 to 30/30/30 Combusting Vortex Technique CP Cost decreased from 45/40/40 to 40/35/35 Combusting Vortex Technique no longer stuns Combusting Vortex Technique now interrupts Combusting Vortex Technique End Cast Time decreased from 1.2s/1.1s/1.1s to 0.6s/0.5s/0.5s Rank 3 Combusting Vortex Technique AoE radius increased from 5x5 to 7x7 Combusting Vortex Technique Burn DoT Rank changed from 2/2/2 to 2/2/3 Dragon Fire Technique Base Damage decreased from 40/40/41 to 34/34/35 Dragon Fire Combo Intellect Scaling decreased from 60% to 33% Weapon Mastery (Tools) Explosive Kunai Technique Base Damage decreased from 20/20/24 to 10/10/12 Kunai Explosion Base Damage decreased from 22 to 11 Great Explosive Kunai Technique Base Damage decreased from 24/28/28 to 12/14/14 Big Kunai Explosion Base Damage decreased from 24 to 12 Shadow Shuriken Technique no longer silences Kunai Explosion Intellect Scaling increased from 60% to 75% Big Kunai Explosion Intellect Scaling increased from 60% to 75% Triple Explosive Tag Technique Intellect Scaling increased from 60% to 75% Shadow Shuriken Technique Intellect Scaling increased from 60% to 75% Hidden Explosive Tag Technique Intellect Scaling increased from 60% to 75% Exploding Spiked Ball Technique Intellect Scaling increased from 60% to 75% Bear Trap Technique Intellect Scaling increased from 60% to 75% Weapon Mastery (Swords) Shockwave Slash Technique Projectile Hitbox changed from 1x1 to 3x1 to match animation -More changes are coming to WM Wind (Fan) Mastery Wind Barrage Technique no longer destroys projectiles Wind Mask Technique now destroys all projectiles Water (Bubble) Mastery Soap Explosion Technique now destroys weaker projectiles
    2 points
  15. We're currently in the midst of trying to clean up the client of UI systems. We've added 3 UI systems in the past 2 years in an attempt to get one that will finally replace all the UI systems eventually. (UI means User Interface) Right now there's a total of 6 UI systems present in the engine, and we need to clean it up and move them all to a unified system. Moved Esc Menu to new UI System Added a smooth fade in/out of the darkened background Moved Cutscene Screen Flash effect to new UI System Added a smooth fade out of the white flash making it less glaring on the eyes New Report Player window with new UI System Moved login screen network status text to new UI System Fixed using /r Emoticon Fixed some UI elements remaining on screen while changing maps (Hopefully) Fixed UI sometimes becoming un-interactable for no apparent reason Fixed Chatbox being above Escape Menu Fixed FPS cap options (multiple options were displaying as 120 FPS) Made fake weather / disabled weather texture render in the correct order (Behind all UI) Fixed the following misc. bug reports
    2 points
  16. Hey Nin Players, ever wanted to know what certain acronyms like b1, b2, or dz meant? Well in this post you shall find out from a Long Time Player. (P.S I was bored waiting on a blessing, so I made this for the newbies of the game.) SZ - Also Known as Safe Zone is an area deemed a safe area were waging war kills will not count and you can't lose bounty or gain bounty in these zones. These areas are often located within the village or the training areas near the village. DZ - Also known as Danger Zone is an area deemed a dangerous area due to enemy ninjas fighting here and dangerous creatures that roam the area. Missions like Waging War count and bounties can be gained/lost in danger zones. Often located around the maps such as bears, bounty station, Mini Bridge, and etc. B1 - B1 also known as Bears Map 1 is located left of the dark spiders' map or right of the cursed host map. It gained the name from older players due to it being the first bear map they run into. B2- is also known as Bears Map 2 which is located right below bears map 1, left of snakes, or north of south tigers. It gained the name from older players due to it being the 2nd bear map to run into before reaching south tigers. KH - Also known as Kage House is the place where you get your daily missions each day, Roleplay Missions, the Kage Office, and it's also the place were enemies do missions such as Spy and Documents. BH/Mist BH - AKA The Bounty Station(s) which is a place where you can collect bounties from enemies you have killed to receive Ryo for your character. This is also a place that is very popular to enemy ninjas to travel through so be careful. Missions Such as Bounty Hunt and Village Most Wanted can be completed by collecting bounty from the NPC inside the building. CF - Also Known as Chakra Forest/Forest of Ambush is a place in between Leaf and the dangerous pvp maps of Nin. CF is a vast map with plenty of running room is also the perfect map to ambush a group of enemies or to take on a big group of enemies when you are outnumbered. The map is considered a danger zone so be wary of enemies in the area and use the trees as much as possible to evade attacks and to remain hidden. DB - Also Known as Dark Bridge is the map after CF which is a narrow bridge used to travel back and forth from Leaf. This map just like CF is also camped from time to time to ambush people for kills and to do missions. This map is also a danger zone meaning bounty hunt missions and kill missions count on it. DC - Known as Dark Clearing is the map before snakes and is also a pretty big map. It has received its name from being a dark area which is hard to see enemies on unless they are targeted, or some visible light is shined on the target. Another danger zone as well so you know what that means; Kills and Bounty! ST - Known as South Tigers is the map after B2 or also known as the map before reaching the bounty station on the mainland is a popular map to travel on and a popular map to run into enemy ninja on. This map is also a great place to find people to kill and to collect bounty on. You can also restock your tool supply if it gets low on this map. B3 and B4 - B3 and B4 are also known as Mist Bears or Bears Map 3 and Bears Map 4 which was added to the game with the launch of the Mist Village. B3 is a Bear map That you can reach by traveling right of Dark Clearing or by going southeast of Dark Spiders. B4 is the next map after B3 which is a continuation of b3 which leads to the Asoki Port that takes you to Mist. Both maps are filled with bears and is a good area to camp for kills when missions reset. WW - Also known as Waging War which is a type of mission that requires you to kill "X" number of ninjas to complete. Kills for Waging War only count in danger zones and war zones so be mindful of this when hunting for kills. They also can't have battle injuries and they have to be above level 10. VMW - Also known as Village Most Wanted is another mission but instead of requiring kills, it requires you to collect a specific amount of bounty at once to complete and turn in. You can only collect bounty from people that are on danger zone and war zone maps. They also can't have battle injuries and have to be above level 10. CE - Also known as Chunin Exam is an Exam that takes place in each specific village and can either be hosted by a GM or can be automatically started. The exam has 3 to 4 parts ranging from a quiz, 1v1, and a "Forest of Death" type stage where you have to retrieve a heaven/earth scroll to pass. DBE - Also known as a Dodgeball Event is an event hosted by GMs or automatically hosted were players launch dodgeballs at the opposing team to try to eliminate them to win. Each win against a team awards 1 coupon so do your best! PBE - Also known as a Pushball Event is an event hosted by GMs or automatically hosted were players launch pushballs at the opposing team to try to push them behind the line to eliminate them. Each win against a team awards 1 coupon so do your best! WP - Also known as Water Prison is a jutsu that snares your opponent for 3.5 seconds giving you or your teammates a chance to combo them before they either flicker out or the snare ends. EP/GEP - Also known as Earth Prison or Great Earth Prison is an earth jutsu that snares your opponent(s) all around you for 3.5 seconds giving you or your teammates a chance to combo them before they either flicker out or the snare ends. RP - Also known as Roleplay is an act or perform the part of a person or character. You use /e then type your message to use this feature within the game. [Example: /e smiles angrily at Ueda. Picture of Example: Nin Online (gyazo.com)] GM - Also known as a Game Moderator is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. In this case our current GMS are as followed: Antar, Vaxure, and Average
    2 points
  17. As the new layout to Options come out, my suggestion is to allow us to set keys using modifiers like Ctrl+1,2,3... Shift+a,s,d,f.. Alt+F1,F2.... That way we can create a key mapping that will suit better our skills and improve the gameplay. And allow to change the key that change the upper skill bar ( ' and Ctrl+1,2...) We dont need locked keys, every player like to set their keyboard in a unique way that will let him be satisfied.
    2 points
  18. New Chatbox pvfWvtx.mp4 C24ocwN.mp4 The new and improved chatbox comes with not just 1 adjustable size... but infinite, you can now even have a fullscreen chatbox if you'd like, or hide it all. The new chatbox comes with support for Undo/Redo Clipboard/Copy + Paste Text Wrapping based on chatbox width Channel Name Tooltips The old left command box is now replaced with a dropdown menu Proper scrollwheel (GMs Only) Quick access to admin, broadcast, global channels On top of that, the old feature of using Up and Down Arrow Keys for navigating past sent messages and commands is now improved to not save repeats. The reason I prioritized replacing this UI is because a large amount of typing is done here and the old input system had an issue where it would often miss key presses. This was very annoying. More improvements to Right-click menu Now handles Friend status better, improved sizing of buttons. Trade Requests & Party Invite Reworked Trade Requests and Party Invites are now dealt with as Notifications rather than the old method of showing them under the chatbox Optimized Game Rendering when Zoomed in Previously, the game still rendered characters, jutsu, NPCs off your screen when you were zoomed in because it used your full resolution. It will now use your adjusted resolution after zooming. Fixed Shadow Positions for Large NPCs Optimized Gafuki Artwork and fixed his name displaying far from him Added Male Sprite for Blue Winter Jacket that was missing (Admin Only) Map Editor clearing tiles is now undoable Fixed the following misc. bug reports
    2 points
  19. This is going to be our universal changelog post where we update what is new in the game. Check on this topic frequently to see what's changed! We will go into as much details as we can.
    1 point
  20. This game could be advertised on tv during the super bowl and still would not have player retention because of the community. The lowbie experience is a toxic and harsh one. You cannot make it from your village to pick up the keys for the level 20 arc without dying in safe zones is stupid! You have toxic players that will kill lowbies and tell them, "Fck you, sand is toxic and killed me, so I killed you." That is despicable. I was running around in the DZ last night looking for bounties. I watched the leaf jump out (in a safe zone) with six people to kill two level 23s... One person was like, "wow, that was toxic." The rest just laughed. I messaged them, and it was the 2nd time they were trying to get to the mission objective through leaf's territory. I had someone following me from the mist all around the mist, harassing me, and even waiting there after logging out and back in. Finally killed him and asked wtf is wrong with him. This is not to say you cannot kill people in DZ or WZ but limit it on the lowbies. Get your kill, but do not farm them. Also, stop the whole if one leaf ninja dies, the entire village goes after them... The point is, the game has come leaps and bounds from where it was last year when I started. No matter what Rory does, this game will fail because of a toxic community that cannot leave people alone. The 2nd part of this is the new user experience regarding quest and map layouts. The wiki and forums are exceptional. I would like to see links for them put in-game under a help tab. That would help newbies figure out where to go and what to do. For example, a few days ago, I had a leaf village ninja in the sand village asking to buy kills. I still needed a kill, so I figured we could trade. We meet by the graveyard, and he starts attacking because he thinks the kills could be anywhere. Then after his kill, he goes hurry up and kill me. I then had to explain to him that killing on BI would not work either. I want missions like this to have a better description or add this to the genin test when they talk about the DZ and WZ. I would like to hear everyone's feedback on this. I think community engagement is the only way to make this game thrive and stand the test of time.
    1 point
  21. See I feel like by dismissing me as a casual gamer you're ignoring the question. I understand the joy of pvp, it's why I'm interested in the game. What you're saying is that everyone enjoys playing as a low level and just getting wrecked by 50+ level players? That's not exactly what I'd consider pvp. A level 20 is no more of a threat to level 50 than any of the npc enemies roaming around (probably less than a threat in some cases). What's more likely is that you are saying that people enjoy the ease in which you can kill such low level players and they want it to be even easier and convenient by removing safe zones. I honestly I don't have a problem as is. I'm grinding away and I'm level 23. If I day by not being safe or I'm in the wrong place at the wrong time so be it. But don't pretend that a group jumping some low level player is some sort of hardcore pvp. There's nothing hardcore about something that doesn't take much skill.
    1 point
  22. Well.The game isnt supposed to be so grindy.Although WM (the throwing stuff/placing not swordfighting) and chakra medic are one of the most grindy thing to play as (i was kinda mix of chakra and int medic.Kinda worked weirdly enough XD). As what we do to buy tools.Usually the best way is to go at takumi and buy 100 for like..200 ryo? (maybe was even 50 i dont remember,what i do is that takumi or just the rogue village had npc with very cheap prices). Anyway back to the topic.How i get money for them is usually grinding very weak enemies (surely is boring but works).And yeah,most of the stuff ya listed is right as ways. Long story short,Yeah Chakra medic is very grindy due to the nature of how drops/missions/anything worth ryo works.Any other element/non element besides WM tools and that arent grindy af due to them not using items for its jutsus
    1 point
  23. Yes unfortunatly this game is entirely open world pvp there isnt a single area were u cant be killed outside of hospitals. For most people thats fun but theres also more casual gamers like yourself who dont like it and maybe this game isnt for you cause u can be killed literally anywhere. Like just so you understand the community loves this aspect so much theres alot of posts about removing safe zones to make kills count anywhere. This isnt some small post , its tons of posts like this and posts with alot of likes and views exactly because of the pvp aspect of the game that promotes pvp everywhere. i dont htink its gonna get any easier for casual players.
    1 point
  24. My question is as a new player do I have to just deal with getting killed over and over again as I try to get to my objective? I don't have a problem with someone killing me in their territory or whatever but there could be a more helpful beginner experience to keep people coming back.
    1 point
  25. it doesn't matter how big u are i will always be there for u hun keep shine babe show em your way to harass.
    1 point
  26. Add crits for heals, I think this would work best per healing tick as thats how heals operate in Nin. Simple suggestion.
    1 point
  27. 1 point
  28. THE ANSWER IS SIMPLE WILL THE ADD YS CHIDORI IF THE ANSWER IS YES THEY CAN STAY IS NO THEN THEY SHOULD BE FIRED .
    1 point
  29. The problem with the balance team is that they are players. And some are really some ego pool. Early 18ish teenagers who actually got some brain but doesnt realize that it makes them over confident in their own capcities. Ultimately they will act in their own intersest and being more than just a player while not being a staff member will make them think that they value much more than the rest of us. Thats how I would be. Im 100% for a balance team and I think that there were many good changes made over their term. Nobody's perfect and I have never meet a single person in my life that could be unbiased toward his job/friends/feelings etc.. The best of both world would be to have rory and a couple of staff be the balance team. We as players would give our opinion toward the balance with the surveys and then the balance team made of staff members would study our answer and come up with their own opinion about it. I personally really liked rory's balance even tho there were major things he did not change over the years. Mainly flicker for me. In the end, rory listened to the player base asking for a balance team and those players whinned about a balance team being there. Everyone always become sensitive when its about the balance because were all very much biased. Our opinion is based on our side of the coin. And it will ALWAYS be that way.
    1 point
  30. I think you should clarify if the balance team as a concept should stay, but with different leader. EDIT: I am for a balance team but its always a problem when 1 person gets too much power which is why we tried to set up safeguards to prevent exactly this sort of thing happening (see below):
    1 point
  31. Dear Ninja, I think it's around that time of year again where it's time to commemorate Nin Online's 9th Anniversary. Nin Online started in June 2013 officially (we were working on it for 2 months prior to announcing it) and so every June is a bit special in that we can celebrate Nin Online still going strong. Version 4 On top of it being 9 years of Nin Online, we've also today hit another arbitrary milestone, namely we've hit version 4.0.0, which means you're officially playing Nin Online 4 at this point. To put it into perspective, we launched the Inochi Client aka. New Client aka. C# Client in 2021 as version 3.5.0. The way we iterate the version numbers is... Minor increments, when there is no need to invalidate a past version 3.5.0 -> 3.5.0b/c/d/e/f/g/h/i/j Major increments, when we don't want people of the last version to login to the game 3.5.0x -> 3.5.1 In this way, we've released 194 client updates since April 2021. Which puts us at an average of around 1 update every 2 days. Before this, we weren't tracking updates, but it has always been about that. This is also not considering updates that are only server sided! aX6j08b.mp4 When we launched the C# Client, the number of changes that were in it on top of just optimizations could be counted with your fingers. We had to maintain the same feature set for the most part to retain compatibility with the old server and old client because it had yet to be deprecated. When it launched, the coolest thing was that it had a more modern camera and it had an options menu (that worked). Since then, it's had entire new systems that were impossible before added: such as the Lighting System, Map Baking, Seeing behind walls, oAuth and Quick Logins, Mailing. Thanks to the client being made in Visual Studio, we've had such an easy time debugging for Nin Online in the past year. Just in the past month, we've fixed over 100 reported bugs. We've also had the benefit of working with Github Copilot in the past few weeks, it's almost crazy for me to say this, but we're literally using ML and cutting edge technology to work on Nin Online. A bewildering departure from the days of working with a 1990s IDE (Visual Basic 6) for those who don't know, that's how Nin Online was built in 2013. This has always been the vision and this is why despite many asking for us the retain the old client, we couldn't. We're excited to add so much more that would've been impossible in the past. 9 Years I don't want to say too much and take away from next year's Denary. Because it's still not the 10th year of Nin Online, but it will officially be next year, it's just really close to it. I don't think many people can say they've given a decade of their lives to a project like this. I'm very proud of how far the game has come, and when I say this, I get flashbacks to times where people were telling me Nin Online was going to die soon etc. I even came across a post of myself in 2014 recently talking about how I saw Nin Online maybe lasting 4-5 years. A lot of what I believed was possible then came from similar experiences working on games in the past on Online Games, BYOND, Private Servers. I thought that a game like this would have a short, finite lifespan for sure because that's how it always was. It took me years to realize that it was possible to build a game that is sustainable. Most people who play Nin Online will never learn the deep history of the game. Nin Online is not a game that has ever been about money or even a game that pleases the mass market. To truly understand that, this year, I've written a long elaborate history of the game since its inception and first attempts in 2004. I really hope you give it a read with your time! I think it'll give a new perspective on the game, and also help your understand why I do this and make the choices I make. I'd also be honored if as many people as possible live their lives knowing the history of this little game development scene that happened in the 2000s until today. I don't want the history to live and die with me! The future Well first I have to get some 9th anniversary events going then we can talk about the long term future. But I think the future of Nin Online has never been surer, we'll continue to put out great updates as we always have. We hope you keep supporting Nin Online! Regards, Ueda
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  32. Get rid of Village passives, give everyone the option to select one of the current three passives upon creation. Or listen to the above suggestion. That works too.
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  33. Yo, with the exception of the new debuff cleanse, here are some rough jutsu Ideas for the remaining 2 medic jutsu slots to round out the rest of the kit. (Newly Added) Level 25 Cleanse Technique - ( ~5 years!) Status Extraction Technique (2 second cast time should be reduced to become usable, it's extremely niche and should at least be able to cleanse 3 or 4 ticks of Burn III reliable instead of 1 or 2 ticks) Other than that I feel its balanced well and has a very pretty animation (Maybe have this technique also apply a small chakra regen buff to the target, just for a little added utility, nothing crazy, maybe 50-100 chakra restored over 10 seconds) Now for the NEW ultimate chakra medic jutsu, the selfless rescue target player ( or pull enemy player ) jutsu "Chakra Thread Rescue" lv. 35 65 Chakra 100/90/90 chakra cost 50/50/48s cooldown 7/7/8 tile range homing 1500/1500/1000 ms self stun Warp Other Player Selflessly pull a single target to the tile in front of you by extending chakra threads from your fingertips to them ending the duration of any stun or snare they are afflicted with, before being stunned yourself to recover for exhausting so much chakra at once, with training you will be able to more efficiently manage your chakra to feel less exhausted and rescue the target from a greater distance using this technique. And finally, to round out the medic jutsus, the currently missing level 30 int medic jutsu, a cancel in the form of a silence available when keeping a target poisoned. "Neurotoxin Activation" lv. 30 60 Int 45/44/44 chakra cost 36/36/35 cooldown 5/5/6 tile stand cast homing 1s cast time Silence Debuff Activate a strong neurotoxins in an enemy currently afflicted with your poison (requires target to have the Poison I,II,III,IV to take effect) making them unable to cast jutsu by inflicting a Silence debuff for 1000/1000/1500ms
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  34. Hello, my fellow Nin players and welcome to the post that everyone has been waiting on from me. Countless times I've been asked how do I level so fast or why do i reset so often? This guide will teach you how to level like me and hit level 36+ within a week's time all while playing other games, having a life, enjoying family and so on. I also remade this guide because the older post was deleted. Well, the questions will be answered in this guide I shall provide on how to level Like Jun AKA Ninja. This guide will give you the most quickest way to hit level 35 from level 1 in a short amount of time all while having a real life or doing other things besides no living Nin. **ALSO** Here are some helpful guides made by other players like prices on items, where to train, rp guides and etc. Beginner Guide By @Ori - Roleplay Guide By @Saku - Mastery Guide and Tier List By @Ninja - Item Tier List and Prices by @Niti - Side Missions for levels 20, 22,25, 27, 30-35, 38, and 40-45. Also, the leveling Arcs for levels 20, 30, 40, and 50 are listed on the Nin Wiki here - Nin Online Wiki | Fandom Stat Calculator, Nin Map, Where to grind, and Kage History by @Deviax - MetaNin | Home (These Side missions help ease the pain of leveling in certain level ranges) Level 1-10 **Please Note: When grinding in the below villages it's best to get a melee kunai if you are using the Intelligence stat as your main source of damage. If you are Strength based grab a Wooden Katana/Bubble Pipe and use it until you meet the requirements to get a stronger weapon, and if you are Agility based use your fist or tonfas once you meet the requirements. .** In each village I recommend doing the tutorial/starter missions that the game prompt you to do. You also view these by pressing M or clicking missions on the HUD and doing what it says. Sand Village Guide By @Antar - https://www.ninonline.org/forum/forums/index/topic/30397-sand-village-guide/ Sand is 1 of 2 easiest villages to grind in due to its training areas being in a great location and within its village areas. For levels 1-4 I typically stay at Larva and grind them till I get to level 4 or half way to level 5. You can also do the mission with the kids near the Sand Gourd Statue by giving them the Kazecola/Sand Up to help with the grind. After Larva I head to scorpions which I stay at until about level 8/9. After Scorpions I grind at Stingers until level 10 then proceed to Coyotes. Mist Village Guide By @Antar - Mist Village Guide - Player Guides - Nin Online Mist is the 2nd easiest village to grind in outside of Sand and it's reason is because of the distance it is from the other villages and the boat ride that takes 5 minutes to get to the village. For Levels 1-4 I stay at Larva just like I would as a Sand Ninja until almost level 5. You can also do the Gold Bars mission to help give some EXP early on so the grind isn't too toxic. I then proceed to dragonflies until level 8/9 Once level 8 or 9 I begin killing foxes until 10. Leaf Village Leaf is one of the harder places to grind due to the need to leave the village early on and grind in danger zones due to the lack of mobs when reaching higher levels. For Levels 1-4 stay at Larva like previous villages until almost 5. You can do the hide and seek mission with the kids at the playground to help give EXP so the grind isn't toxic. Proceed to spiders and remain their till levels 8/9 Then head to level 9 wolves until level 10. **Please note; I would not grab any daily as a low level ninja not until level 16 simply because at this level you get missions that give better exp that can help you level to 20 faster. ** **Also another Note: I recommend getting your hand on these items as soon as possible for missions/side missions - 200 Venom, 10 feathers, 38 Racoon Tails, 30 talons, 20 DNA, 23 Rat Tails, 23 Scorpion Tails, and as many bear paws as possible** Level 11-30 Sand Village Once you reach level 10 I normally do Sand Seals which is an easy level 11 and then proceed to do Leaf Seals which is an easy level 12. (Doing these seals in Leaf should be easy with Sand's passive 100% Cloak.) Once level 12 if there is an active Chuunin/Jonin and you have 2 other people with you; you can do RP I which should get you to level 13 if not close. if there is no active Chuunin/Jonin to host continue grinding until one is available. Depending on your masteries you may have to continue to grind at coyotes until level 15. This mainly applies to agility taijutsu/gentle fist strength users, Strength based weapon masters/Fan Users and Intelligence/Chakra based medics. Once stronger you can head to the small scarabs. if you are an Intelligence mastery user such as Fire, Water, Earth, Lightning, Int Weapon Master, or Wind yo can head to the small Scarabs. You will remain at the small scarabs until level 17/18. Some of you may feel more comfortable staying here until level 20 which is fine but if you wish to train like me you'd follow my path. If you follow my path then at levels 17 and 18 you should be killing big scarabs and you will remain to do so until level 25+. While still grinding here I normally take breaks and kill the bosses in Takumi with the aid of a medic or someone that is knowledgeable of how killing bosses together work. While killing the bosses be sure to grab the Guren Mission(Level 20 Req) and turn it in for an free level up. When you reach level 25+ you can either stay inside big scarabs grinding will occasionally killing bosses in Takumi or you can head to Snakes, Bees, and Hornets to grind on until level 30. Mist Village Just like I said for Sand, I would go and do Sand Seals and Leaf Seals for an easy levels 11 and 12. Be warned doing these at a low level are hard so have a group with you or become very stealthy by using cloak to sneak around and get them done. Some Leafies/Sandies are nice enough to let you do them as well or you can bribe them. Once level 12 if there is an active Chuunin/Jonin and you have 2 other people with you; you can do RP I which should get you to level 13 if not close. if there is no active Chuunin/Jonin to host continue grinding until one is available. Depending on your masteries you may have to continue to grind at foxes until level 15. This mainly applies to agility taijutsu/gentle fist strength users, Strength based weapon masters, and Intelligence/Chakra based medics. Once stronger you can head to the Ghost inside the Haunted Temple. if you are an Intelligence mastery user such as Fire, Water, Earth, Lightning, Int Weapon Master, or Wind yo can head to the Ghost inside the haunted temple. You will remain at the Ghost until level 17/18 unless you feel you can kite Giant Fire Ants well. If you can kite them I recommend going ahead an starting to grind on them. You should be killing Giant Fire Ants/Giant Ants until 25+. When you reach level 25+ you can either stay at Giant Ants grinding while occasionally killing bosses in Takumi or you can head to Snakes, Bees, and Hornets to grind on until level 30. You shouldn't have to leave Mist though for a while for grinding since most your mobs you need until level 30 are there. Leaf Village Just like I said for the other villages, I would go and do Sand Seals and Leaf Seals for an easy levels 11 and 12. Be warned doing these at a low level are hard so have a group with you or become very stealthy by using cloak to sneak around and get them done. Some Sandies are nice enough to let you do them as well or you can bribe them. Mist has no seals or no mission that another village can do so don't worry Once level 12 if there is an active Chuunin/Jonin and you have 2 other people with you; you can do RP I which should get you to level 13 if not close. if there is no active Chuunin/Jonin to host continue grinding until one is available. Depending on your masteries you may have to continue to grind at wolves until level 15. This mainly applies to agility taijutsu/gentle fist strength users, Strength based weapon masters, and Intelligence/Chakra based medics. Once a little stronger you can head to the white tigers and regular tigers. if you are an Intelligence mastery user such as Fire, Water, Earth, Lightning, Int Weapon Master, or Wind yo can head to the tigers/white tigers. You will remain at the tigers until level 20 I recommend unless you are Intelligence based and can kite really well. If you can kite then I recommend going ahead an starting to grind on Hornets/Bees near Tanzaku. You can grind here until level 25+ and just like the other villages if you feel confident enough you can head to Snakes/Bears and grind on them. You can occasionally take breaks and go kill Takumi bosses and turn in the Guren Mission while there. Be sure to be level 20 to get the mission and turn it in. *Once you unlock the level 20 Train Arc (Land of Waves) You can grind here inside the train. You gain exp from the mobs and bosses as well as getting rare drops that you can sell or wear for fashion. This applies to each village stated above. * *Once you reach level 40 you will unlock the Bandit Arc that will give you access to more side missions and a storyline to help you level from 40-50. This quest line should be done with a team to get done quickly. This quest line also gives items you can wear, buy, or sell depending on you. * BUILD GUIDE LEVEL 1-30 Water, Fire, Wind, Lightning, Earth, Intelligence Medic, and Intelligence Weapon Master here are some builds I used playing Int from low level to mid level which helped me be able to kill mobs stronger than me and grind efficiently. These builds are what I used as an Int user until level 30 and they worked out perfectly for a healthy balance between power to kill mobs, chakra/hp to sustain hits and be able to go longer without charging. **Also Note; Once you reach level 30 you can do the Land of Toad Missions and once done you should've reached level 34 from completing or higher depending if you do dailies while doing it.** Level 1-15 Fortitude/HP - 300 Chakra - 100 Intelligence - 45 Level 16-25 Fortitude/HP - 500 Chakra - 150 Intelligence - 65 Level 25-35 Fortitude/HP - 800 Chakra - 225 Intelligence - 70 For Strength, Agility, and Chakra based masteries I will post individual builds so Look closely. With these masteries you will be using melee and tool usage more than jutsus so your HP should be relatively higher than the Intelligence builds with your damaging stat being the 2nd highest then chakra. Level 31 and 32 is pretty much free levels in Toad which should put you to 70 strength so you can use swords like Twin Fangs, Stylish Sword, and Religious. (Strength Based Weapon Master/Gentle Fist) Level 1-15 *(If you go Gentle Fist you need to get 100 Chakra so you can use Pressure Point Needle.)* Fortitude/HP - 500(400 for Gentle Fist) Chakra - 75 (100 for Gentle Fist) Strength - 30(20 for Gentle Fist) Level 16-25 Fortitude/HP - 700 (600 for Gentle Fist) Chakra - 125 (175 for Gentle Fist) Strength - 50 Level 26-35 Fortitude/HP - 800 Chakra - 200 Strength - 65 For Agility Taijutsu users this build will focus high consistent DPS with tank HP and average chakra early on. if you have Tonfas also you can use them by level 30 which will increase your melee damage by 14. Agility Taijutsu Build Level 1-15 Fortitude/HP - 400 Chakra - 50 Agility - 45 Level 16-25 Fortitude/HP - 550 Chakra - 125 Agility - 65 Level 26-35 Fortitude/HP - 800 Chakra - 200 Agility - 75 Lastly we have Chakra Medics; they excel in healing abilities and using Chakra Scalpels/Senbon to help them Level. Typically most Chakra medics that go this route early on team with friends or other low levels to help them level until level 15 which is when they can be more offensive and train on there own. I personally invest a few points into agility to help early on or get 10 Intelligence to use a melee kunai until i get scalpels. You can also get poison senbon which down the road will be helpful in PVP. Chakra Medic Build Level 1-15 Fortitude/HP - 400 Chakra - 225 Intelligence - 10(For Melee Kunai/Poison Senbon) Level 16-25 Fortitude/HP - 600 Chakra - 375 Intelligence - 10 (Will Not Change from 10) Level 26-35 Fortitude/HP - 850 Chakra - 500 Any stats you invest into after 35 is up to the player as most of your core stats will have reached the minimum requirement needed for most your skills that will be viable for you in combat. Since i feel this way I will not make a build guide for 36-60 as it is up to you; what do you want at this point? More damage, sustainability, tank, or a balanced build
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  35. Hello all fellow youths I am reposting this for everyone who may need it, I will try to update the wiki with it. (not original owner of pic)
    1 point
  36. Suwa Clan Attires The suwa clan like many clans have been waiting on new clothing. @Ryutekzu, Takami and @Sin, have contacted me, to create an updated attires for the suwa clan. We would like to ask @Ueda if he accepts the designs and whether or not he likes them, so that we may continue working on the sprites. Large Size Normal size Artist: @Roei Guidance: @Ryutekzu, @Sin And Takami
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  37. this is just plain old trash talk. it happens in literally every mmo with a semi competitive scene. If u cant handle trash talk u should not be playing hardcore pvp games like nin .
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  38. This idea more than likely wont be received very well but I believe it needs at a minimum talked about. Currently sneaking objectives all have to be accomplished with returning back to your village alive-- except Spa missions. It's possible this could even be a bug that just hasn't ever been brought up because, well, everyone enjoyed the benefits of quick return to complete. If thats the case I could make an issue ticket about it as well, but I'll give this post some time before doing that. I've never seen it called a bug, but its odd to have these missions in the same B tier rank as the other missions that require you to sneak in and out alive. I believe these Spa missions should be held to the same objectives as the other sneak mission. Sneaking to an enemies guard duty and returning alive, sneaking into enemy headquarters and obtaining classified documents and returning alive, and now sneaking to an enemies Spa and returning alive. Currently Spa missions work just like the other two sneak missions, except when you finish 90% of players run outside and suicide to the enemy village Jonin making a quick return to their Village for turn in. What this does is take away from players running through Danger Zones, resulting in lack of content for the players needing Danger Zone content(which is typically the harder part of the game and where player frustration stems from the most). I can see this change upsetting players that enjoy the nice smooth result of easy transportation back to their village with suiciding, but I do think this will result in better gameplay to match the rest of the Nin Online experience. I cant think of any other missions that incentivizes players to kill themselves-- which has grown a reputation for itself and been given the name that players call "Taxi'ing"(And if there are other missions that push players to do this maybe they should be looked at too). --------------------- EDIT: It's been brought to my attention that there are delivery mission that work the same where it's easier to suicide as there is no consequence and shortens the time on delivery objective as you don't have to run through Danger Zones. I'm of the opinion those should also be tweaked to not incentivize suicide. EDIT2: Yeah I've discussed this with a few people that have expressed this idea being stupid, or not liking it-- but majority of them all seem to have the same issue: They dont like the idea because it would make the mission harder, and they enjoy the easiness that comes with Taxi'ing after the sneaking objective. Only one other person has expressed any other argument against it, and it was still on the same premise that they enjoy the easiness of Taxi'ing and Spa shouldnt be compared to the other sneak missions due to the RP side of needing to return with intel, so it should be fair to suicide back to your village once the sneaking objective is complete. I'm still of the belief no mission should incentivize suicide, as it takes away from the core focus Nin has with PvP. If there are any other reasonings please comment.
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