Leaderboard
Popular Content
Showing content with the highest reputation on 02/24/2019 in all areas
-
Dear Ninja, As the Community Manager, I will be watching all Official Organizations very closely from now on. I am doing this to keep track of everyone who joins an official org, this is to keep track of members that have been on their spots for more then the allotted time, and also to check if an org has more members then it should. I noticed a lot of reports about people abusing alts to hold spots in orgs, and that is going to end. This is so that other players have a fair chance in being in their favorite roles as well. All orgs will continue as they are for 1 month. After that I will be removing everyone that is in there for over 6 months (Limit to serve a high rank RP role), and will also be punishing anyone that has been trading spots with alts. Leaders will still the same, since their time is reset once becoming a leader. If you have any further questions, PM me here or via forums. Thanks for the attention Regards, Kenock2 points
-
Hey everyone, Saku here. Since this game encourages Role-playing, and it being a rather big part of the game, I decided to make a Guide for everyone who struggles to do it. The first thing before the actual Guide starts I will clear something up. RP stands for Role-play! Many people get confused when they ask "What are you doing?" and you answer with "RP". So yeah, now you know. So if someone says he is doing RP, you know what it means. So now, on to the actual Guide. The Basics Role-playing means that you change your behavior and play your "Role" in certain situations. The things you do or say are based and your backstory and/or on the "Role" you took. There are a few things you should keep in mind if you want to start with RP. Using the Chat The Chat is probably the most important part since it allows you to communicate and use Emotes. By using the right Emotes and things to say in certain Situations, you can make every Conversation exciting and engaging. Your Role Depending on the given scenario, you need to realize what your part, or Role, in the story is. Keep in mind that not everyone can be the protagonist, and sometimes you maybe just play a side character, but even so, you are an important part of the story that is about to be written. Focus! RP requires your attention. You can't play Hearthstone on the side or something like that because you won't be able to keep up with the Story. Also, don't get distracted by other people who are not involved. They will probably ask a lot of question, but don't break your role for it. If you really need to answer them use brackets ( more on that on the Tips Section ) You are Part of something bigger Unless you Role-play with a tree, other people will be influencing the Story. Don't get down when one of your ideas gets drown in the conversation, but also, don't ignore others. The best Stories are made by many players together, so try to adapt. Talk about someone in the group, give your opinion about his Idea, or use an emote to agree/disagree. Tips There are many tips and tricks you can use to improve your RP. In this section I will list all kinds of advice too, so you can get started right away. Don't break Character! As I mentioned before, focus is key. So if you really need to break Character use Brackets ( ) Bad Example Player 1 : Something is not right here... Player 2 : yo, 1 mom need to pee Player 1 : ... Good Example Player 1 : Something is not right here... Player 2 : ( I'll be right back, because ... ) Player 1 : ( Alright ) You will ruin the Experience for others, so please use Brackets ( ) Please Care what you Type Keep in mind what you write, since it's important. At least try to have decent grammar. Of course, no one expects perfect sentences from you either, so here's another example. Bad Example Player 1 : I think someone is following us... Player 2 : i thnk his beyond tha tree Good Example Player 1 : I think someone is following us... Player 2 : Maybe he is behind one of these Trees... You maybe think I am exaggerating, but it already saw stuff like that. Just try to your best, no one will judge simple mistakes. Using Emotes Being able to use the emotes makes your RP more believable. The most important thing you need is without a doubt /e /e is used if you want to imply that your character is doing something. With this emote you can give the story more Detail and make it more believable. So if you type in the Chat /e is daydreaming it will look like this It is a very easy way to give your Character personality and a tool to make a good story. Use it appropriately and everybody will have a Great Time. There are many other things you can use, a list of them is available In-Game, just type /emotes Well, this is the end. I hope this guide can help someone. It's the first time I made something like this, so please tell me what you think. I want to Improve.1 point
-
Nin Online just keeps getting better No more inner circle jerk! Anbu leader here i come!1 point
-
1 point
-
Basic Ninjutsu Body Flicker Technique now costs 10/10 Chakra Points instead of 8/6. Making it consistent with other Basic Ninjutsu. Fire Ninjutsu Phoenix Fireball Technique now costs 15/15/15 Chakra Points instead of 7/7/7. Triple Phoenix Fireball Technique now costs 30/30/30 Chakra Points instead of 15/15/15. Big Flame Bullet Technique now costs 20/20/20 Chakra Points instead of 10/10/10. Big Flame Bullet Technique is 1 second run cast on all ranks now. Dragon Fire Technique now costs 50/50/50 Chakra Points instead of 29/27/25. Fire Wall Technique now costs 25/25/25 Chakra Points instead of 12/12/12. Fire Wall Technique no longer instant casts. Fire Wall Technique damage now 6/6/8 instead of 6/7/8. Fire Wall Technique cooldown now 16/14/14 instead of 16/15/14. Fire Wall Technique now slows you down while casting on all ranks. Fire Wall Technique no longer self stuns. Great Fireball Technique now costs 40/40/35 Chakra Points instead of 20/19/18. Great Fireball Technique cooldown now 20/18/18 instead of 20/19/18. Great Fireball Technique damage now 28/28/30 instead of 28/29/30. Great Fireball Technique Range now 12/15/15 instead of 10/15/15. Great Fireball Technique cooldown now 18/18/18 instead of 20/18/18. Combusting Vortex Technique now costs 45/45/40 Chakra Points instead of 23/22/21. Combusting Vortex Technique now deals 22/28/28 Damage instead of 22/26/28. Water Ninjutsu Water Bullet Technique now costs 16/16/16 Chakra Points instead of 8/8/8. Water Bullet Technique Damage changed to 18/18/22 instead of 18/18/22. Water Bullet Technique cooldown now 16/14/14 instead of 16/15/14. Triple Water Bullet Technique now costs 30/30/30 Chakra Points instead of 15/15/15. Water Slash Technique now costs 20/20/20 Chakra Points instead of 10/10/10. Water Slash Technique Damage now 25/25/29 instead of 25/27/29. Water Slash Technique cooldown now 20/18/18 instead of 20/19/18. Colliding Wave Technique now costs 26/26/26 Chakra Points instead of 13/13/13. Colliding Wave Technique Damage now 24/26/26 instead of 24/25/26. Colliding Wave Technique cooldown now 20/20/18 instead of 20/19/18. Water Substitution Technique now costs 36/36/30 Chakra Points instead of 13/12/11. Water Substitution Technique cooldown now 25/23/23 instead of 25/24/23. Water Prison Technique now costs 40/40/40 Chakra Points instead of 20/20/20. Water Prison Technique cooldown now 22/22/22 instead of 22/21/20. Water Prison Technique Rank II range decreased from 8 to 7. Great Water Shark Technique now costs 50/50/46 Chakra Points instead of 25/25/25. Great Water Shark Technique range now 10/10/12 instead of 10/11/12. Great Water Shark Technique damage now 28/32/32 instead of 28/30/32. Wind Ninjutsu Wind Shuriken Technique now costs 10/10/10 Chakra Points instead of 5/5/5. Wind Shuriken Technique range now 10/12/12 instead of 10/11/12. Wind Shuriken Technique damage now 24/24/26 instead of 24/25/26. Wind Scythe Technique now costs 22/22/22 Chakra Points instead of 11/11/11. Wind Scythe Technique no longer instant casts at Rank III. Drilling Air Bullet Technique no longer instant casts. Drilling Air Bullet Technique now costs 30/30/30 Chakra Points instead of 15/15/15. Drilling Air Bullet Technique damage now 32/32/34 instead of 30/32/34. Drilling Air Bullet Technique no longer has self stun. Vacuum Sphere Technique now costs 32/30/30 Chakra Points instead of 18/14/14. Hurricane Blade Technique now costs 52/52/50 Chakra Points instead of 23/22/21. Hurricane Blade Technique damage now 40/42/42 instead of 25/27/29. Hurricane Blade Technique cooldown now 15/15/15 instead of 15/15/14. Fan Ninjutsu Slashing Tornado Technique instant casts at rank I now. Slashing Tornado Technique now costs 15/15/15 Chakra Points instead of 8/8/8. Slashing Tornado Technique range now 10/10/10 instead of 13/13/13. Slashing Tornadoes Technique now costs 35/35/30 Chakra Points instead of 18/18/18. Slashing Tornadoes Technique damage now 26/28/28 instead of 26/27/27. Slashing Tornadoes Technique cooldown now 16/16/14 instead of 16/15/14. Slashing Tornadoes Technique range now 10/10/10 instead of 11/11/11. Task of the Dragon Technique now costs 20/20/20 Chakra Points instead of 10/10/10. Task of the Dragon Technique cooldown now 16/14/14 instead of 16/15/14. Slicing Wind Technique now costs 25/25/25 Chakra Points instead of 11/11/11. Slicing Winds Technique cooldown now 21/21/21 instead of 22/21/20. Slicing Winds Technique range now 10/10/12 instead of 9/9/10. Slicing Winds Techniques no longer instant casts. Slicing Winds Technique now knocks back 1 tile. Slicing Winds Technique damage now 30/32/32 instead of 26/26/26. Slicing Winds Technique self stun reduced from 2/1.5/1.5 to 1/0.5/0.5. Wind Shuriken Technique range now 10/12/12 instead of 10/11/12. Wind Shuriken Technique damage now 24/24/26 instead of 24/25/26. Wind Mask Technique now costs 40/40/35 Chakra Points instead of 20/18/16. Wind Mask Technique cooldown now 15/13/13 instead of 15/14/13. Wind Mask Technique now has 1 second cooldown across ranks. Wind Barrage Technique now costs 50/45/45 Chakra Points instead of 25/24/23. Wind Barrage Technique cooldown now 20/20/18 instead of 21/19/17. Wind Barrage Technique damage now 35/37/37 instead of 32/34/37. Lightning Ninjutsu Lightning Senbon Technique now costs 13/13/13 Chakra Points instead of 6/6/6. Lightning Senbon Technique cooldown now 12/12/12 instead of 13/12/11. Lightning Spear Technique now costs 17/17/17 Chakra Points instead of 10/9/8. Lightning Cutter Technique now costs 37/37/37 Chakra Points instead of 22/21/20. Lightning Cutter Technique Range now 9/9/10 instead of 9/10/11. Lightning Cutter Damage now 34/38/38 instead of 34/34/38. Advanced Lightning Cutter Technique now costs 57/57/53 Chakra Points instead of 30/30/28. Advanced Lightning Cutter Technique Range now 10/12/12 instead of 10/11/12. Advanced Lightning Cutter Technique damage now 42/42/42 instead of 38/40/42. Feast of Lightning Technique now costs 47/47/43 Chakra Points instead of 23/23/23. Feast of Lightning Technique cooldown now 15/15/15 instead of 17/16/15. Feast of Lightning Technique damage now 28/30/30 instead of 28/29/30. Lightning Current Technique now costs 43/43/43 Chakra Points instead of 28/27/26. Lightning Current Technique cooldown now 17/15/15 instead of 17/16/15. Binding Pillars Technique now costs 67/67/67 Chakra Points instead of 35/35/35. Binding Pillars Technique damage now 45/50/50 instead of 40/45/50. Binding Pillars Technique cooldown now 25/25/24 instead of 25/24/23. Earth Ninjutsu Earth Pillar Technique now costs 18/18/18 Chakra Points instead of 12/12/12. Earth Prison Technique now costs 38/38/38 Chakra Points instead of 25/24/23. Earth Split Technique now costs 38/38/30 Chakra Points instead of 26/24/23. Ravaging Earth Spikes Technique now costs 48/48/45 Chakra Points instead of 25/24/23. Mud River Technique is now a run cast at all ranks. Mud River Technique now has a 1 sec cast time on all ranks. Mud River Technique now costs 30/30/28 Chakra Points instead of 25/25/25. Mud River Technique damage is now 30/30/35 instead of 28/30/35. Mud River Technique cooldown now 22/20/20 instead of 22/21/20. Earth Wall Technique now casts 4 direction walls on Rank II. Great Earth Prison Technique now costs 50/50/50 Chakra Points instead of 35/35/35. Medical Ninjutsu Chakra Scalpel Technique now costs 100/100/100 Chakra Points instead of 50/45/40. Cell Regeneration Technique now costs 150/150/140 Chakra Points instead of 90/85/80. Poison Senbon Technique now costs 12/12/12 Chakra Points instead of 6/6/6. Poison Scalpel Technique now costs 15/15/15 Chakra Points instead of 13/12/11. Poison Senbon Technique now has 1 second run cast. Poison Senbon Technique now stuns for 1.5 seconds. Poison Scalpel Technique damage now 20/20/22 instead of 18/20/24. Poison Scalpel Technique cooldown now 6/6/5 instead of 9/8/7. Antibodies Activation Technique now costs 60/60/60 Chakra Points instead of 35/35/35. Antibodies Activation Technique range now 3/5/5 instead of 3/5/7. Antibodies Activation Technique duration now 25/25/30 instead of 20/25/30. Poison Cloud Technique now costs 50/50/50 Chakra Points instead of 25/25/25. Poison Cloud Technique damage now 26/28/28 instead of 26/29/32. Poison Cloud Technique cooldown now 20/20/18 instead of 22/20/18. Poison Cloud Technique no longer run casts at rank III. Poison Cloud Technique now slow run casts across all ranks. Cursed Seal Activation Technique now costs 60/55/55 Chakra Points instead of 30/25/20. Cursed Seal Activation Technique cast time now 3/3/3 instead of 2/2/2. Tools Ninjutsu Explosive Kunai Technique now costs 7/7/7 Chakra Points instead of 5/5/5. Explosive Kunai Technique damage now 20/20/22 Chakra Points instead of 20/21/22. Shadow Shuriken Technique now costs 20/20/20 Chakra Points instead of 15/14/13. Shadow Shuriken Technique now teleports you to your hit target. Shadow Shuriken Technique damage now 30/30/32 instead of 15/20/25. Shadow Shuriken Technique cooldown now 18/17/17 instead of 12/11/10. Shadow Shuriken Technique range now 12/12/12 instead of 12/12/12. Exploding Spiked Ball Technique now costs hidden explosive tags. Exploding Spiked Ball Technique damage now 52/54/54 instead of 50/52/54. Exploding Spiked Ball Technique cooldown now 18/18/16 instead of 20/19/18. Exploding Spiked Ball Technique range now 20/20/20 instead of 12/12/12. Exploding Spiked Ball Technique now costs 24/24/24 Chakra Points instead of 18/17/16. Exploding Spiked Ball Technique now has 1 second run cast. Exploding Spiked Ball Technique now only has a 1 second end cast time. Taijutsu Seismic Dash Technique now costs 20/20/20 Chakra Points instead of 10/10/10. Seismic Dash Technique cooldown now 10/10/9 instead of 10/9/8. Seismic Dash Technique damage now 20/20/22 instead of 20/25/30. Breaking Kick Technique now costs 35/35/35 Chakra Points instead of 17/17/17. Breaking Kick Technique cooldown now 6/5/5 instead of 6/5/4. Breaking Kick Technique damage now 30/30/32 instead of 30/35/40. Youthful Spring Technique now costs 50/50/50 Chakra Points instead of 30/30/30. Speed Mirage Technique now costs 35/30/30 Chakra Points instead of 10/10/10. Speed Mirage Technique now lasts 8/8/9 seconds instead of 10/10/10 seconds. Speed Mirage Technique cooldown now 25/25/25 instead of 26/25/24. Morning Peacock Technique now costs 35/30/30 Chakra Points instead of 17/16/16. Morning Peacock Technique now has a 1 second run cast on all ranks. Whirlwind Kick Technique now costs 50/50/50 Chakra Points instead of 25/25/25. Gentle Fist Jutsu Pressure Point Needle Technique now costs 96/96/96 Chakra Points instead of 40/40/40. Vacuum Palm Technique now costs 24/24/24 Chakra Points instead of 13/13/11. Vacuum Palm Technique now shoots 3 projectiles on Rank I instead of Rank II onwards. Vacuum Palm Technique damage now 24/24/26 instead of 30/35/40. Vacuum Palm Technique range now 5/5/5 instead of 5/5/6. Vacuum Palm Technique now 1 second cast time on all ranks. Vacuum Palm Technique cooldown now 5/5/4 instead of 5/4/3. Palm Bottom Technique now costs 16/16/16 Chakra Points instead of 8/8/8. Mountain Crusher Technique now costs 32/32/32 Chakra Points instead of 15/15/15. Mountain Crusher Technique damage now 35/35/37 instead of 30/35/40. Mountain Crusher Technique cooldown now 10/10/8 instead of 10/9/8. Revolving Heavens Technique no longer instant casts at Rank III. Revolving Heavens Technique now costs 48/48/48 Chakra Points instead of 25/25/25. Revolving Heavens Technique damage now 8/8/10 instead of 5/8/10. Revolving Heavens Technique run casts now. 16 Palms Technique now costs 32/32/32 Chakra Points instead of 35/30/25. 16 Palms Technique damage now 34/34/36 instead of 30/35/35. 16 Palms Technique end cast now 0.5s across all levels instead of 1/0.5/0.5. Kenjutsu Shockwave Slash Technique now costs 15/15/15 Chakra Points instead of 8/8/7. Shockwave Slash Technique damage now 20/20/22 instead of 25/30/35. Shockwave Slash Technique no longer self stuns. Risky Blade Dance Technique now costs 25/25/25 Chakra Points instead of 15/15/15. Risky Blade Dance Technique damage now 30/32/32 instead of 16/18/22. Blade Piercing Technique now instant cast at all Ranks. Blade Piercing Technique damage now 32/32/34 instead of 23/25/27. Blade Piercing Technique now costs 20/20/20 Chakra Points instead of 10/9/8. Wild Slashes Technique now costs 30/30/25 Chakra Points instead of 16/14/12. Wild Slashes Technique damage now 25/25/27 instead of 25/30/35. Wild Slashes Technique now Pierces at Rank I onwards instead of Rank III. Wild Slashes Technique no longer instant casts at Rank III. Wild Slashes Technique cooldown now 16/15/15 instead of 18/17/16. Dance of the Crescent Moon now costs 55/55/50 Chakra Points instead of 30/29/27. Dance of the Crescent Moon cooldown now 20/18/18 instead of 20/19/18. Dance of the Crescent Moon AoE now deals 30 base damage instead of 25.1 point
-
Dear Ninja, Here's another wall of text, this one talking about the core game designs and philosophy behind.. Daily Missions! Before there was daily missions, the only way to level up was to grind. Killing enemies repeatedly. When initially designing Nin Online, one of the hardest problems was trying to create a variety of ways for players to level up. One of the ideas was to make it so open-world PvP gave experience. Another idea was to reward medical ninja for healing players. This would turn out to be a big headache because of all the ways this would cause huge infinitely experience exploits. Preventing Exploits As simple as it sounds, giving experience to ninja for killing other ninja, or healing other ninja is not possible because it opens up better ways to train with no risk, opening up exploits where you can just stand outside a hospital and make one character kill another to level up, or you can pay high level ninja to let you kill them for hours to level up. Or you could just use a bot to do all those things. One of the things that having missions that limit the amount you can do such things is that you can't plan to just "cheat" the system to the top. The missions tell you to kill X players, and once you're done with that, your next goal is collect X bounty. This way, you can't just AFK near the hospital and bot for hours getting XP from killing people. We still want to reward players for open world pvp, but we don't want to do it carelessly or replace killing mobs, or actually doing missions. So we make the rewards part of the missions system. Where who and why you kill. Is it just any enemy? or is it somebody with a bounty? As time goes on, we can make it increasingly more specific. Eg. missions that tell you to kill 1 Mist village ninja. Kill 1 Sand village ninja. Kill 3 Missing Ninja. Kill 1 ninja from Level 10-30. These are all tasks that both reward for open world pvp, and prevent you from exploiting or just repeatedly paying the highest level player around to AFK and let you kill him for hours to level up. Variety While preventing infinite experience loops is an important function. It is far from the main purpose of the system. The main purpose in the system is to create variety in the game play experience and the journey to becoming a powerful ninja. Instead of a repetitive grind, the daily missions give you a random journey to go on. A mission like "Collect 30 Something" provides you with more options than just going out and killing for XP. If you have spare Ryo, you can buy it from somebody. Your journey then becomes meeting up with this player in a location to make the exchange happen. A mission like "Kill X Enemy Ninja" lets you take a break from the endless grind to interact with other players. Team up. Explore the larger world. Infiltrate the enemy villages. Although not encouraged, it also allows you to attempt to negotiate exchanges with enemy village ninja. A mission like "Collect X Bounty Rewards" let's you open up your bingo book and find players who are enemies of the village, then track them down based on where you think they'd likely be for their level range, or based on their village. A mission like "Time off!" puts you in a place where you can relax and where you have time to burn, to socialize. Although the reward is low, it is there, and doing nothing but socializing for a few minutes can be seen as a good break from grinding. If you're not up to it, then better luck on the RNG, but getting experience for doing little to nothing and just appreciating the world is a good break nevertheless. The balance in how much experience it should give you is important, and maybe we haven't quite got it right. It should be enough so that you have the choice between just grinding - or doing nothing and getting a lesser reward, but hey, the RNG village mission assigners told you to do it so might as well just chill for awhile. We also send enemies potentially your way, so it's not always completely peaceful. There's also tons of missions that provide short stories and ask you to go on small adventures like finding a missing cat, or retrieving a hawk. You may bump into other players during the time, or you can ask people for help on where they would likely be, creating a way for experienced players to help new players in a way besides letting people kill you for XP (back to Preventing Exploits). Variety in experience for these missions can be drastic, but the way we balance it is so that your journey to maximum level is only a matter of time. If you just complete your dailies, eventually you will get to maximum level. Sometimes that journey might give you more experience, or sometimes it will give you less. But it's balanced so that eventually your luck will get you there at the same rate as everyone else, so that you don't feel the pressure to just grind your way to max level. The Limit The limit on daily mission exists so that we can provide the option to abandon missions. We want ninja to complete their missions. But we also don't want them to be stuck on a mission forever when it's not possible for them to finish it if there's no players online. The way we balance missions to give you experienced fairly so that all missions are worth doing, is by limiting it. We don't want players just abandoning the low experience missions to reroll for high experience missions. If given a choice, nobody wants to do the lower experience missions because you start to see Time vs. Reward. Of course it's meaningless to take a break and do "Guard Duty" if the Documents Mission is just more productive. But thats not fun. Feeling as if the only viable way to play is if you abandon your guard duty to get documents just kills variety. Then you're stupid not to! Back in earlier versions of the game, we could already see this behavior when we allowed players to share missions (this was an experiment that Seth did). What happened was the entire game play became a matter of finding players with the high experience missions and begging them to share it with you. Because you'd be stupid not to! Why waste your time doing something like "Guard Duty", when you could do "Retrieve Documents" which gives you more experience in less time? But the entire balance of rewards is designed to take you to max level eventually. The high XP missions exist because the low XP missions exist. If the game let you choose to only do the currently high XP missions, then those high XP missions would have to be nerfed to the point where it still takes you about the same time to get to max level. We want ninja to take their time to get to max level, because at every level tier, there is opportunity for unique RP, unique battles and unique experiences. (But this topic is for another design development log!) Lore The final case for daily missions being the way they are is the lore. It's clear in the Naruto series that ninja just don't choose what missions they're assigned to. The story of any ninja in Nin Online shouldn't be "I completed Retrieve Documents 1000 times to become a Jonin". The variety in experiences is what made your ninja the powerful ninja he is. To paint a fuller picture, daily missions are supposed to be the grind that you don't see ninja in the Naruto series do. It's mentioned and shown many times in the series that when you're not watching team InoShikaCho doing a crazy mission arc, they are out serving the village in less epic ways. The Toad village Arc at level 30 in Nin Online is a storyline arc that took a long time to do, and creates a one-time off story arc that is something that would be showcased in the anime series. While daily missions are the missions you don't see. But in Nin Online, you play as one ninja all the way, you see his full picture. Him doing epic adventures, and also taking time off! Eventually what we want is for there to be an interesting Toad village arc-like story mission for every village at every 10 levels. I'm currently planning level 20 arcs for the Leaf village to be something like a Zabuza arc for example. Conclusion It's 7am in the morning and I'm sure I've missed out a lot of points. I might be all over the place with my explanation, and I'm sure it'll still leave some questions unanswered, or it might have completely went over your head and you still don't understand why Daily Missions are random and how the solve the grind mobs problem. In which case, I'll probably do a second version of this dev log when I'm less sleepy! Regards, Rory1 point
-
Please add kill counter for cbk and waging war. Raise exp gain for time off!? (Sand & Missing) and add a ryo reward for medicine supplies (Missing).1 point
-
Dear Ninja, As time goes on and screen technology becomes more insane, we want the game to look the way it should. It was quietly introduced, but if you see the settings in the Launcher, there is now a checkbox labelled "Zoom". This is a compatibility feature meant for people with resolutions 1440p and higher. If you have a 1440p or 4K monitor, you may want to consider player the game in this mode so that you can actually see your characters. What Zoom Mode does is that it renders half the amount of pixels eg instead of 2000x2000 pixels, just 1000x1000 pixels, and scales it to your full 2000x2000 display. This brings the game closer to you and lets you see characters in full detail rather than as ants on your high resolution display. This is similar to a feature commonly seen in other games known as Resolution Scale. Where the game engine renders only a percentage of the total number of pixels and scales it up to the full resolutions, and using anti-aliasing and other techniques to try to maintain fidelity. This is typically done to maintain a stable framerate as not many graphics cards can support games at high resolutions. For 1440p and 4K gaming, you typically need atleast a GTX1080 for 60fps gaming or it's AMD equivalent. Not many people have such hardware at their disposal. Sometimes less is more. Personally I use a 34inch 1440p Ultrawide monitor and with Nin Online in full screen, characters and jutsu become impossible to discern, everything just looks like ants. The issue isn't just high resolution, it's high pixel density. So I've begun using this Zoom Mode to be able to see the art clearer and also maintain a stable FPS. Nin Online was never meant to be played as an Ant Simulator!! If you find yourself in a situation like this where you characters are too tiny, you may consider ticking Zoom on your launcher! Good job @Seth Regards, Rory1 point
-
Hey Ninjas, It's been a long time since I've made a development log. Though there has been so much progress going on. I finally decided to do one regarding a new jutsu which has had a very unique development process. For awhile now, I've been resting on completing the Jutsu kits for all our 1st Tier Masteries and focusing development on the Sand Village and other aspects of the game. But with the Sand Village coming to completion, I'm moving some of my time back into developing our kits to it's completion. We've had this piece of art @Fernando made, lying around for almost a year, which both of us found very hard to animate in 2D. Most of our Jutsu animations are usually pixel art animations, which mean they are done pixel by pixel, but for the first time in Nin Online history, I decided to use my 3D art skills to create a Jutsu animation. The task at hand was to create a Spiked Exploding Ball for Weapon Masters. So first of all what I did was create a simple 3D model of a ball with knife sticking out of it. This is Autodesk Maya and the model I made in a few minutes Next I textured the model with a simple texture of metal and an explosive tag on both sides. Next I made a simple looping rotating animation for it. Our 2D sprites are all shaded in a method called Cell shading, or Toon shading in Maya. So I used a shader to get this look. And finally, once I rendered it out and did some post-editting, I achieved this! It's a complex animation that fits in our game's artstyle and makes weapon masters that much more awesome! Hope you guys enjoyed this dev log entry! If you guys have any part of my art creation process you'd like to know more about in-depth, feel free to suggest it and I can try to document it in the next development log. Regards, Rory1 point
-
Rory's Development Log #13 Body Flicker Technique Dear Ninja, Seems like today will be another "Daily development log". This one will be a little short.First of all, here's the Body Flicker Technique skill animation! Body Flicker TechniqueThis technique will allow the user to teleport a short distance closer to his target. Essentially, it will be a gap closer move.As you can tell in the open alpha tests there was a lot of trouble getting close to the opponent to land hits. With Body Flicker technique, every player will have a strategic chance to move closer to his target.I could think of many other uses for the technique as well. It will be harder to use as a skill to run away, unless you have team mates maybe.The technique will also not teleport you right to the target, but a few tiles closer. It will also have a cooldown of around 4 seconds. I plan to add an Advanced Body Flicker Technique for Taijutsu & Weapon mastery. This will give the Taijutsu & Weapon users a better grasp on his target! (From the open alpha, this was obviously a problem). Great Water Arm TechniqueThis technique does not accurately follow Suigetsu's technique. Instead, I gave it my own spin, making the water surround the arm of the user instead of pumping in his arm to beef it up. This makes it look more interesting in my opinion. This technique will give the user a large increase in strength for the duration of the buff. Keep looking forward to more awesome jutsu and artwork from me! Regards, Rory1 point
This leaderboard is set to Toronto/GMT-04:00