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Showing content with the highest reputation on 01/05/2021 in all areas
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Dear Ninja, Embark on a journey to the northern section of the Land of Iron, where you will discover the capital of the land, Iron City. Ruled by a faction of Samurai that are oppressing the people, you will need to earn the trust of a group of rebels barricading the exit of the city and planning their attack! We're starting off 2021 with a new location, the Land of Iron. Arriving in the Nin Online world on 9 January 2021, Saturday. Expect the new location to come with a level 50-60 story arc, like the Land of Toads arc, that includes over a dozen new Quests, as well as new items, weapons, enemies, bosses and more! Hope you guys enjoy it! Regards, Ueda24 points
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Hello. I was thinking, people often complain that there are no enough WZ and DZ in the game. Why not make a random hour each day in which all maps of game become WZ? It would be completely randomnized (hour) and it would give a warning 10 minutes before by saying "Shinobi World is going into war". If this is a bad idea then don't give it any mind ^^6 points
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Recent release of a bunch of legenday weapons has brought up a hunt for some of the deadliest enemies such as the Kuraken. Today on the 5th of January some of the Mist village gathered together with the goal of bringing down the beast that terrorizes the seas in hopes of obtaining the legendary Asarihanma.4 points
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Once you add any kind of buff to a cosmetic, you force people to use it, then we will see everyone using utility pouch+war armor which is a shame because nin got alot of good looking cosmetic and good fashion scene, its a shame to ruin that4 points
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Now the problem with this is I don't think I can offer a viable solution. I can think of some things that would help IMO, and I'll list them in order of most viable to least viable. Possible solutions (Most viable listed first) Remove all corridors from DZ maps: Just add more maps that allow multiple routes into different locations of the general map. This would mean camping one side (unless your scouts have done a really good job) will not be viable as you could always be jumped. Remove free map swap + Add invulnerability: I know there were invulnerability frames when you swapped before and this change was reverted (or so I was told). My suggestion is you get 5 seconds of invulnerability once you get into the map, but you cannot cast jutsu. (I don't like this solution, it feels really botched and unfluid, but I can think of nothing else apart from the point mentioned above). Let me know what you guys think.4 points
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For the first 3 days of my term, all pardons will be free, if you are ready to come home and fight for your village now is the time. Message me in-game or on discord Zabuza Momochi#42694 points
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This has been troubling me since I started playing this game. I think the mechanic of mapswap is too strong and efficient that it leads to being the most relied on tactic for pretty much any group larger than 4 people. This causes a huge stalemate between groups and due to the amount of corridors (choke points in the DZ which block entry to other maps, e.g. KB is a corridor to sand. You cannot leave sand without going through that map) in the DZ. The problem: Currently the best viable tactic for large fights is to camp a mapswap Reasons why: DZ has too many corridors: access to different parts of the map can be completely blocked off by camping one single map. There is no other way enemies could come from, leaving them nowhere to go. Loading times: Even with a great pc and good ping, the loading times for mapswap is enough to lose majority of your hp and get CC locked Crashing on map swap: Worthy of mention. After testing, if you are partied up with players, your likelyhood of crashing (especially onto populated maps) is significant, putting you at an instant GG Instant vulnerability on swap: AOE jutsus are WAY too effective and efficient on mapswaps Examples: 90% of fights in DZ between large village/rogue groups3 points
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Trash post,what's the point of cosmetics?They are just a decoration piece nothing more.Have you seen any other games in which you buy cosmetics and it buffs you?3 points
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I agree. This is not an easy problem to solve in a game like this, I think the best option is expanding the game world by quite a bit. For most places, there is only 1 way in, and 1 way out. The layout of the game world is full of dead ends which leads to the situations you see in that video being the result of most large fights. It's very easy for a group of ninjas to lock down something like Dark Bridge or K Bridge, while also being extremely difficult to remove them from that camp. Creating more paths in and out of places diminishes the value of holding spots like this, and encourages movement within the game world to flank or get around enemies. I agree with the point that scouting would be way too risk free with the 2nd point. Your response to the first point has been said for years now, it's important for the issues to be brought up again and again so that they can actually be fixed one day. Rather than delaying and delaying year after year by saying "don't worry it's planned for the future." We are in the future now.3 points
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Man this is so cool, it makes me excited for the future if more giant raid bosses like this are added. Looks insanely fun.2 points
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Cosmetic items are a necessary element of a game like this. They can help to provide income, provide incentive for the developers to keep working on the game, and most importantly help keep the game free. That said, I definitely think more items that influence gameplay would be cool as well. It's a tricky thing to deal with however because it somewhat would force players to wear certain items. For example, wearing a cash shop back scroll that doesn't provide any bonuses would be almost seen as trolling when you could be wearing a back pouch that gives you more tools. One of the best elements of this game in my opinion is the customizing each player can do to be unique and recognizable when you see them. Maybe a way this problem could be overcome is by adding 1-3 "passive" slots to the ninja tab. For example, imagine an item is added to the game that adds poison to your shuriken hits. The art could be a vial of snake venom with a description stating it would add this bonus to your tool throws. At the same time, this passive wouldn't need for an item to actually be showing on your character. This is just 1 idea to help illustrate the type of items that could added for players to go out and find that aren't necessarily cosmetics.2 points
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boi you talking about absorb like we are playing a Pokemon game. Seems like the Boot Camp sharping your mind badly. You basically sayin "Make the game Gear based" Well i can understand your point you cant handle with the weakness you thirsty for some stats to make your gameplay relevant. Cheers happy to see you back hitting champ.2 points
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Like other people said here, once the world map will grow, this issue will be resolved as you can move around the chokepoint through other routes. also, it could be interesting if there were some underground/caves with higher difficulty which were connected as a alternate way to move around, for example if snakes mansion would connect to hosts cave which can connect to sand scarabs cave. (can also connect to mist ants cave through long run\boat as a second way to get to mist without bein ambushed on mist port) can put high lvl mobs on those connecting caves so it will have higher risk. beside that, it could be interesting if advances masteries will offer utilty jutsus that could help with that issue for example: advanced earth: Tunnelling Technique: create a tunnel in the ground across maps or different points in the map that other people can use as well. Tsuchi Gunjikoudou no Jutsu \ Subterranean Voyage: go inside the ground and move around for a few seconds, cannot be damaged while in this mode advanced water: Mizutamari no Jutsu: transform into a puddle of water for spying\hiding\ambush Dust\Exposion: fly around for a few seconds above everyone undetected\cannot be damaged.2 points
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That video brings me sadness and sorrow because those leafies now have the deluded thought that they are good at the game :pensive:2 points
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It's always nice taking time to look back at a full year of Nin Online running as an actual realized game. As of now, we've had almost 4 years of live service operation since launching Open Beta in May 2017. It feels like such a long time ago now that I actually lose count of how long it's been and have to check announcements to remember. For those who don't know the full history of Nin Online, the game project started development in mid-2013. We had multiple closed and open alpha tests, before finally launching Open Beta in 2017. This recap post is something I try to make time for every year to gather all my thoughts on the state of Nin Online and the state of Nin Online's continued development. Some random "year in numbers" stats This year, we had 10,000+ new registered accounts and 7,478 new forum posts. We localized the game service to Brazilian Portuguese. We added 263 new patch notes... Of all those patch notes, here are some of the highlights of running Nin Online for 2020... Game server recreated in C#, replaces our Visual Basic 6 server operation! Networking replaced from Winsock networking to Mirror. Unique Clan Clothings Improved Idle Animations for player and NPC characters. Village special abilities (buff WoF ) Crazy new crosshairs (rainbow spin woo) Flicker improvements (won't fail to flicker when player's front and back and blocked) First level 50+ content (Blood puppet factory area) Optimized large packets including map packet sizes by 60% Ninja Dodgeball Event 7 new side missions Added signboards in villages for directions and on-screen instructions for aviary and scroll shops New GM event system (the /eventjoin system) Moved stash from Gumi to dedicated UI button Added 43 Gold/Silver exclusive emoticons 5 Chunin Exams, 3 mini-events in the middle of the year, Anniversary Event, Halloween Event & Let it Snow event Added a friggin' gun FINALLY Fixed random DoT / Maplock bug 104 new items (not all released) 28 new mobs & npcs (not all released) 11 new jutsu animations (not all released) Nin Online Podcasts I had a lot of fun on the 4~ Nin Online podcast episodes I did this year, including the one where the new client was shown off! It was nice to talk to everyone we interviewed and hear their stories about the community and experiences in-game. I hope to do more in the future! The year of player contributions I have to say that this year has been a first in the amount of people stepping up to create art or hire people to create art, independent of any direction from myself, for Nin Online. It all began with people learning to do pixel art or getting others to help create clan outfits for their own clans, other clans and eventually entire pieces of content like weapons and Christmas cosmetics. Thank you for everyone who went out of their way to contribute to Nin Online your time and money, and I'm happy to have help! The new server software The importance of the replacement of our old server software to our new C# server... cannot be understated. It's been so nice knowing the server isn't crashing when it reaches 100+ players anymore. With the new server moving to C# also comes the added benefit of a modern development environment which has helped so much in solving bugs like just today fixing the years old bug of people getting damaged by random NPC poison/bleed effects. Without the new server, this wouldn't have been possible. The way our new server handles errors like a boss, not resulting in crashes, has also been something we previously never accounted for but has been so great. Transparency & Optimism for 2021 Honestly, I feel that the second half of 2020 was slower than I would've liked it to be in terms of content updates. Also, I took a long break for the majority of December to play Cyberpunk 2077 and watch Community. :p I have a lot of optimism that things will pick up with the start of the new year, we have work and people lined up to help me in the coming months, including my plans to steal Wolf back from his big game studio job soon. I am excited to start 2021 with some content updates dropping as early as January. On top of that, Nin Online has been performing a lot better than past years financially (thanks to more players stuck at home during the pandemic and the new brazil localization), and with that I'm able to start paying people more to work on Nin, which is going to be a great going forward. Gratitude Finally, I just want to thank the Nin Online team who have really helped me with Nin Online this year. Thank you @TheWolf for working with me throughout the year. Thank you @Kenock for leading the expansion of Nin Online's game service into Brazil, constantly pestering me to work on specific issues and telling me whenever the server crashes. Thank you @Erox for being a big help with support, moderation and running events. Thank you @Serias for actively helping me with art and also moderation. Thank you @Robin for helping with the new server project. Thank you @Seth for his continued assistance despite having a busy year attending school. Thank you @Sezu for joining us again this week and already contributing a bunch of the upcoming content. Thank you @external & @Lucass for helping us moderate discord. EDIT: On one last note, there's something I'd like to say that I forgot to write about when I posted this... In a year like 2020, where myself included, a lot of us were forced to spent a large portion of it cooped up at home, the community has been a nice place to enjoy a social environment with stakes beyond short rounds of finding out who the imposter is, or running through obstacle courses with strangers. Nin Online is a special game, but not just because of what the game is, but what the community has made it become. The Nin Online community is amazing - we have "petty drama" every day, we feel strongly defensive about what they represent, and people have friendships (and pseudo enemies) that go beyond what casual interactions in other games allow you to... because you guys spend months to years in it, interacting with one another, making stories and a history of meaningful events in our collective imaginative world. Nin Online Community is truly something like no other. I have not felt the amount of comradery and stake in a long time, and as much as I try to stay neutral to everything, watching people form their own personas or show their character makes being around the community a very enjoyable experience. In 5 years, I don't know if Nin Online will still be around, it might be. In 10 years, who knows? But the one thing you'll surely remember from your time here are the experiences with people you shared here. People will come and go, nobody can stay entertained on something forever. But during your time in the community, enjoy your share of stories and impart enough for others to remember you. That's what community is about, and on a bigger scale, what life is about. I appreciate what everyone here contributes in their own way as a person to the whole community. Enjoy your petty drama and discord pvps, because it's a privilege to feel such strong emotion about something and because who knows when the next time you'll feel so strongly about anything is, Thank you!1 point
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Heyyy! It's Chuu, alot of people know me as the suspected "DDOS" person but I'd never do such a thing. I am a Misty with light as my starting mastery. I plan on going something aggressive after for my second mastery. If you have any suggestions that would be great!!! Also My friend does these ninja cards, Check out mine! (His name is @Zobu He's pretty new around the game but his art skills are amazing! Who knows maybe he can help out nin in the future lol.) Defiantly give him a zap. If you would like one just pm me on the forums @Chuu or @Zobu. Discord me to get faster respones. I'm very kind and humble and love making new friends don't hesitate to hit me up! roleplaying is my get away!1 point
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And no drop with a boss that powerful and tanky I'd think the drop would be 100% Anyways watching this video makes me wanna return home early lol1 point
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Nah this sounds INSANELY fun. This idea is a great starting point, something else that could be added is an incentive to come online and go out during these time periods. Some of the alt bounty stackers would just hide in hospital or log out waiting for the time to end. Something like a randomized spawning npc that defeating could bring village exclusive rewards to whoever defeats it (temporary village exclusive exp bonus, or something idk). Even without the incentives though it would still inspire people to go out and raid. Great idea.1 point
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Hey! Lightning is a fun mastery, Earth/Water/Weapon Master are strong combinations for it. I personally really enjoy using Light/Fire but it's not the best option out there. These ninja cards seem dope and interesting, hope to see more of them!1 point
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I LOVE THIS IDEA Maybe a scheduled 1 hour of the day where all DZ's become WZ. This would even encourage smaller groups or more advanced teamplay1 point
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thing is there is no good solution because for example im mapswitching into full of player map like 4/5 sec some people around me mapswitching into full of player map like 3 sec and there is also players which mapswitching in same map like 9 10 sec hard to balance it coz 1 will have advantage bigger than another person i agree that thing need to be changed but it's hard as hell till new launcher1 point
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The reason I suggest 5 seconds is because we already have a small invulnerability frame upon map switch. The problem is it is just not long enough so that has to be tweaked to find the sweet spot.1 point
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I think this is more reasonable than my 5 seconds suggestion, people with low end PC's would suffer, but as mentioned before it would be a band-aid fix until more maps are introduced. It should also include a timer where you cannot leave the same map though, otherwise mapswap can be abused1 point
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I agree that mapswitch mechanic is the biggest problem of this game right now and it discourages a lot of people from playing. It makes big scale fights almost impossible and is bringing the game to a point where you have to camp a map for 1 hour or even more doing nothing. Or you can push and be merked before you can see what even killed you. Imo there is only 1 way to solve this quickly. Add invulnerability buff for 2 seconds for a character that enters the map (during this buff given character can't cast any jutsus). It would be similar to a buff that you have after being reved. Imo 2-3 seconds is enough to see the map and make a move in some direction to avoid being spammed with jutsus by 20 people. 5 seconds, like someone proposed above, would be too long and it would make even solo hunting a lot harder (everyone could basically go through half of the map being untouchable). I think it's not that complicated to introduce to a game and should be done asap. Also, I don't know how much work it would need but widening the zone of each locations where you can enter could also help. Other way that could remove the problem is adding more alternate routes between villages (so more locations could have more than 2 exits) but I understand that it would take a lot of time.1 point
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Completely agree that this is a huge problem that if solved would drastically improve gameplay. Whilst many have suggested more maps, let’s be realistic here because I’m sure Rory already has his hands full with other updates and real life - there is a ton of work required to implement even just one map and you guys are asking for many. I believe a more feasible short term bandaid fix just to get rid of this gameplay would be something along the lines of what @Dona suggested; more invuln but lock on map. My suggestion would be: - 5-7 seconds of invulnerability on map swap - 10-15 seconds of map lock once you enter a map (automatic, regardless of combat) This may have some consequences on small groups but I do believe this would be a good temporary fix to prevent the gameplay we see in that video.1 point
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Man don't touch cosmetics buff equipment on nin has 0 future. Best thing from this would be make a use of utility pouch1 point
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Not trying to be mean or anything but even from the definition itself that is exactly what cosmetics are. They don't have to be useful. EDIT: Not speaking of the weird suggestion of "absorbtion", pure fortitude buff would be literally enough instead, no need to invent new and pointless mechanics. However, I like the idea of being able to carry more than two hundred throwable/placeable tools. Deviax made a good point up there, the "fashion" part of Nin would be gone as some outfits would become "meta". I personally don't like that idea at all.1 point
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I think the first solution is best. New maps, more mobs. Mobs on every map that include drops. The problem with the second solution is that no matter how much you increase the interval of time for invulnerability; a new problem will arise due to the fact most people who play this game myself included have low end PCs and for most it is not as simple as "Getting a better PC". Increase it too much and you'd be on the next map by then. Increase it too little and the solution remains a problem. I heard in the new client, map swap is removed as a whole. I wonder how that would effect loading time? Everyone in Sand Discord at the time knew we were going to lose that fight because we know how hardcore mapswitching is; so yeah we just charged ahead and let Leaf have their win so they'd leave us alone. You can't leave a Sand Map without seeing a Leaf within an hour. Overall? Most viable is the top one.1 point
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We have a few seconds of immunity when we map switch. The problem is that the time it takes for the map to load is too long and most of the time the immunity is already over when you see your char. One of the suggestion to make people not fear to switch map (and to discourage people from trapping the entrances of maps) would be to have a higher seconds of immunity and a higher timer before being able to switch map again. Obviously the timer to switch map must be higher than the seconds of immunity to make the people camping being able to map lock the scouts. One of the only problem I see with this idea is that scouting will be wayy easier.1 point
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Once again it...Stop trying to get masteries buffed if they are weak. Instead you all should be trying to find ways to balance out the other masteries to where they are on par or dam near to the state that lightning/fire/water is in. Next most of the buff post on lightning from what I'm seeing are coming from new players which to clear things up Light is not for the noobly and takes good combat experience and training with the mastery. Old players that cry for a buff we get it you been with lightning through thick and thin....Yet you still are trying to get it buffed because you play it. Refer to my Main statement at the top in this case....nerf the other masteries and stop trying to buff everything. When balancing a game you're to balance around your weakest/balanced class/mastery in this case would be lightning/water/fire not around the over powered things.1 point
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Instead of changing bosses locations, change your village location The sand village accept people who reset with open arms.1 point
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New one will be coming soon, Sorry im really darn lazy when it comes to writing long posts... and now due to the long time between this one... this next one is gonna be very long so rip.1 point
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I literally beat you the other day, champ. Your gameplay weaker than mine. And yeah I'll 1v1 you again anytime anywhere. The fashion part of Nin is dumb anyway it's a PvP game not a Catwalk contest. You don't walk into war wearing hot pants.0 points
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I agree that it must be changed but as rory bas said dont just complain about a problem but suggest ways to solve it as well and neither of the suggestions you have made are useful. 1st more ways are planned to be added later in the game sand will be connected to tanz 2nd that would make scouting 100% risk free and ruin the fun0 points
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