Leaderboard
Popular Content
Showing content with the highest reputation since 09/30/2022 in all areas
-
Background: A man that got Abandoned by God since the Start. My name is Tormenta; adoptive son of @Hideo Hozuki, my biological parents fell in Battle, I never met them, they weren't the best humans either, my biological mother was a woman that was doing human-traffic, my biological father in the other hand was a schizophrenic that just wanted to open humans to "Study how their organs works" (Even though everyone knows it), the life with my stepdad Hideo was really harsh, on my childhood I was considered as a rogue ninja already since I was living with Mr Hideo, then I started to develop some sort of hate for the village that gave me the back. My childhood was really a surviving task everyday compared to other childs on the world; my whole day was doing hard jobs that forced me to get mature quickly, had to earn that bread everyday and Mr. Hideo was getting sick already, so, in my despair to help the man that gave me a place to call "Home", I started working as a thug for the big organisations that rules the underwold like Yakuza. With my good body, trained with the hard jobs and polished with the hard life, I started doing the dirty work, had an exepcional affinity fighting with the fists, made my way through using basic Taijutsu for quite some years, it helped me out to pay my stepfather's medical bills and for the very first time, eat real food. Then, the day that changed everything happened, the day I lost it all and then got something in return. Mr. Hideo passed away getting ambushed by the enemy faction's thugs, as I saw his body slamming the floor with a huge cut in his chest, I felt all the rest of my life falling apart with him. The man that raised me, the man I could call father, passed away in an horrible way, and he said the same thing He always used to say when I started in the criminal world life, "The one that kills with iron, dies by iron". He told me always to leave that kind of lifestyle and be a man of good, that whatever comes easy leaves easy, learned that the hard way. A new beginning. I left the criminal lifestyle, went to the Leaf to re-join as a former Ninja, kept following the way of the fist and trained the art of Gentle Fist; a style that goes all agaisn't my old style, one that is made to protect. Went to the medical school and studied the arts of Chakra infusion to heal others, in the Memory of Mr. Hideo. Started my own fishing business to earn money in a honest way. (Go and Like it ) Started guiding the new generations on the straight way, giving advices based on my past experiences, so they wouldn't do the same mistakes I did as a young one. Made my way back to my old town that saw me grow, now with a clearer view of the world, now with more experience about how everything works, now with more refined arts made to help, not to murder, now with a clear purpose; be the wise leader that the town needs.37 points
-
16 points
-
14 points
-
Player Preface^^ Nin Online 2.0 (Ninja Wars Vision™ pitch) I want to pitch a Vision™ for Nin Online that I think can bring players more progress and gameplay stimulation by leaning into some of the key reasons listed above on why current and former players enjoy Nin Online, without changing the core of what Nin Online is and has always been. The primary focus will come down to reworking two of Nin Onlines features, creating two new features, and creating one new NPC(at least): Ninja Wars and Ninja Scores! We'll talk through how the current Nin Online Village Raids system works and my proposed changes to seeing it reworked into what it could become, a long with a new gameplay scoring metric it could bring. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Wars! The biggest change for my Vision™ pitch comes from Nin Online's current Village Raid gameplay Current Village Raiding works as follows: -As Village Raiding begins Ninja have two hours of warring with opposing faction for their respected Raid Points that represent a 1% RNG drop rate bonus. As the two hours ends the collected Raid Point bonus value is kept and remains for the proceeding two Peace Time hours. -The current Village Raid Nin Online schedule: 12AM - 2AM "Village Raid Points have been reset! The War is on..." War Time 2AM - 4AM "Village Raids ended. Next raid will start in two hours." Peace Time 4AM - 6AM "Village Raid Points have been reset! The War is on..." War Time 6AM - 8AM "Village Raids ended. Next raid will start in two hours." Peace Time 8AM - 10AM "Village Raid Points have been reset! The War is on..." War Time 10AM - 12PM "Village Raids ended. Next raid will start in two hours." Peace Time 12PM - 2PM "Village Raid Points have been reset! The War is on..." War Time 2PM - 4PM "Village Raids ended. Next raid will start in two hours." Peace Time 4PM - 6PM "Village Raid Points have been reset! The War is on..." War Time 6PM - 8PM "Village Raids ended. Next raid will start in two hours." Peace Time 8PM - 10PM "Village Raid Points have been reset! The War is on..." War Time 10PM - 12AM "Village Raids ended. Next raid will start in two hours." Peace Time -Current player base have taken to using War Times as appropriate times to form raiding parties where they go out to capture opposing faction Raid Points, with a focus on 4PM - 6PM >>> 2PM - 4PM >> 8PM - 10PM (based off activity seen). Outside of those hours you will usually only get small parties or individual players that partake in "raiding" a Village(taking Raid Points from factions). This schedule gives players 6 opportunities in 24 hours to participate in said War Times, with this realistically being anywhere from 2 to 4 chances. This static schedule is fine and event schedules are often seen in the MMORPG space, with the lingering effects of the Raid Point bonus being helpful for new Ninja or Ninja attempting to grind specific items. Turning Village Raids into War Time: -We see a focus on differentiating the game into two specific times-- War Time and Peace Time, making War Time a engaging map capturing gameplay mode with the current map capture points. Both of these times currently exist in game, but with this Vision™ pitch we plan on highlighting the potential of a focused separation on these times. We will see War Time turn Nin Online into a dynamic map capturing gameplay mode, where players can compete with their faction for control of various maps-- using the very same map capturing features that already exist in Nin Online! I believe the current map capturing is not used to its potential as a bonus to the captured maps drop rates, I'm proposing these be reworked to be engaging map capture points for the redesigned Ninja War times, the second Nin Online feature to be reworked for this Vision™ pitch. Raid Points for factions will inherently stay, they serve purpose for faction gameplay and needing to keep an eye on your factions capitol while sending Ninja or squads of out to capture maps. I have thoughts on making this engagement more enjoyable, as it stands its a very dry mechanic as most players grow bored of fighting for Raid Point bonus when they have no intention of getting use from it, but hopefully the map capturing faction gameplay will stimulate the PvP they desire while a small or large group of players try to take opposing factions bonus. (Quick thought would be having Raid Points value altered and having them restored at the one hour mark of the current two hour Village Raiding time[if taken of course], as well as sprinkle two or four throughout the Danger Zones to entice more Danger Zone activity[a lot of times faction raids can end in 30 minutes, this could give another shot at a big raiding party going back out for more fights]). Note: I think timed intervals need set based on when a map was captured, creating more capture time needed for maps that were previously captured for extended periods of time. A baseline capture speed should be set, current capture times work fine as an example, but opposing factions trying to quick capture at the end of War Time should struggle capturing maps that were captured for the entire duration. Peace Time! When Peace Time rolls around the map capturing faction gameplay is halted and Raid Points disappear, locking your faction into the earned territory control. -Territory Control will come from the captured map gameplay, the maps controlled that have capture points will spawn one or two Chunin Ninja of the controlling faction(Rogues just having standard Rogue Ninja). -This will see the creation of the Village Chunin Ninja for factions, weaker versions of the current Village Jounin NPCs(Ninja above level 30 should be able to fight these mobs). Territory Control inherently already exists within Nin Online with the current map capturing system, just with no gameplay engagement or incentive to stimulate it. Territory Control gameplay exists across many competitive and non competitive games, from MMORPGs to Survivals, even Shooters. Nin Online already has its current faction gameplay, and this would look at evolving Nin Online's Village Raiding into some faction based map capturing Ninja War gameplay. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Scores! Activity Based Gameplay Ninja Scores as a basic concept can be looked at as an activity score of sorts, and in a game where player community and engagement set up their factions hierarchy its important to show the impact of activity over those that can just make and hold many accounts. Every Ninja will have a Ninja Score that updates daily, or after each War Time(might be ambitious but a quick pop up showing any changes to your score would be a nice touch). The scoring itself can work a number of ways, what I picture works as follows: Ninja are ranked from Rank 1 to Rank 5(Rank 1* to Rank 5*, or Rank D[C, B, A] to Rank S)-- This gives 5 levels of progression for Ninja Scores. Ninja Score rank progression will be shown through Ninja gameplay tasks, these tasks could be fairly subjective but what I'd like to see: -Mission turn in(Daily or Roleplay). -Hosting Roleplay Missions. -Fishing Mission turn in. -Gathering Mission turn in. -Participating in tournaments(grade it off coupon rewards?). -Capturing 5+ map capture zones during a War Time(exact value yet to be determined). (The big focal point is Mission turn in and map capturing activity) Ninja Score will decrease a rank weekly if no activity is seen from the player. Objective: I propose this feature to work with the games current political system, current players are given 1 vote per character once the faction voting periods begin, and a giant flaw exists with players creating voting specific alt characters to obtain power in these elections. There is no way around this, voting manipulation happens in too many ways to even discuss and best deterrent has and will always be attempts at mitigating said manipulation. The only current mitigation attempt is level locking voting. Raise the vote counts to work based on player Ninja Score and let Ninja graded off their activity impact their community hierarchy properly. Ninja Rank 1 receive a single point toward their votes, Ninja Rank 2 receive two points toward their votes, Ninja Rank 3 etc, Ninja Rank 4 etc, etc. This is a game, let the players playing have weighted impact on their community faction and not the players that log onto Nin Online once a term to vote with their alt horde(they can still play this way, they will just have less say in their factions Leads). --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Ninja Wars Vision™ pitch Challenges: Map balancing There is giant gameplay issue with Nin Online's current overworld map having gridlocked map switches. This may not seem like a giant gameplay issue in the grand scheme of things, but its caused enough strain on the player community that it's one of the more discussed issues and common cause of Village Raiding grief(a good number of players that do make it to playing Village Raid content have stepped away from Nin Online over this issue alone). Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map. Marked on the Overworld Map above are the routes that have high traffic for Village Raiding(gameplay in general as well), there is no way around these maps and a gridlock is created where Ninja forces largely are met with stalemated or cheap gameplay that involves launching all your jutsu at the unknowing Ninja loading into the map. This can be mitigated. Basic Overworld Concept: Issues w/ Basic Overworld Concept: Fixed Basic Overworld Concept: A single route to each current Village is the cause for the current gridlock map gameplay. Providing a single extra route from each Village to each WZ, and each WZ to the general Danger Zone we can mitigate this gridlock map issue to the point of not being an issue. This means providing a second entrances to each Village, and routes around current War Zones. Small concept again pointing toward the gridlock maps and possible route concepts to work around this issue. I know Sand has had new maps that are not updated in this concept(old concept from awhile back). Second entrances and routes working around War Zones already exist in the forms of the Leaf Village sewer entrance and the Mist sea paths. Mist second entrance and Sand's second entrance do not provide the same gameplay options with them being restricted to Village only, but they are steps in the right direction. Jonin and Chunin NPC Creation and Balance -Creating the Chunin NPC mobs will come with some liberties as this pitch will place many of these in areas of our Ninja world where aggro-able mobs may not have existed previously. -Aggro-able to non-faction players -Separation of power between Jonin and Chunin mobs: I believe Jonin NPC mobs located in Villages should continue to need multiple high level Ninja to take them down, while the Chunin NPC mobs located in the captured maps should be beatable by most middle of the road players solo players. -When the Chunin mobs spawn, the specific map should determine if one or two spawn. One for Katabami Bridge, two for Land of Rivers Bounty House as an example. -While a challenge to balance, there would be an abundance of potential for new missions based off killing these new faction NPCs(Weekly Mission introduction with killing 50+?) Ninja Score Tasks Another progression system for Nin Online, luckily the how's of grading activity based gameplay should be simple enough, but I'm not ignorant to the fact that theres a science needed for creating new systems. -Balancing the value of activity off players doing Ninja tasks that increases rank, while decreasing a whole rank off weekly inactivity will take time. Ninja Wars Vision™ pitch Benefits: Territory control already inherently exists. Map capturing already inherently exists. Faction Building and Community Engagement: This mode will encourage participating in a game mode that can create the building blocks of a new generation of Ninja teamwork and collaboration, helping Nin Online create even more faction identity and build on its already existing unique systems. Provides designated PvP Engagement: Players looking for PvP will know when they should log on with the static schedule, and where to find it with the map capturing system. Players that have kill missions will know they can hold their missions until the next War Time where they know they will be able to find player activity in the Danger Zones. Note: I've never seen it actually acknowledged from the devs that they understand this, but it really needs driven home-- Nin Online players have set up alt characters built for kill missions. Current kill missions are more often than not completed by selling alt kills for Ryo. If you want to look at it as community engineering, it is, but the intended gameplay for this progression has been thrown out the window for a long time now. (yes War Time exists currently, but there is no incentive for participating, or even gameplay focus on) Provides designated Peace Time With the activity of fighting over map capturing in War Time, Peace Time will be a time to designate for players to complete Roleplay or Daily missions that dont involve Kill missions. The choice to harass will always be available in Nin Online(hopefully?), and providing this separation of War Time and Peace Time could go a long way in providing an outlet for unwanted(in most cases unneeded) harass. Simply making the playing field more clear. (with a Ninja Score system evaluating Ninja that host Roleplay missions maybe we will see an up tick in the Roleplay community) Potential of Activity Based Grading I know in past this was attempted with mission variants providing specific Village resources for War Events, which was truly only grading the value Village scale for those War Events-- Grading individually could provide many gameplay avenues Nin Online could explore that I think would benefit its current faction based gameplay. Competing for Clan Elders, scaled player value for elections votes, and organization requirements are just a few that come to mind. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Thats my Ninja Wars Vision™ pitch for Nin Online, I truly think providing a separation between War Time and Peace Time will let each corner of Nin Online flourish where it needs to, letting the PvP players compete on a global scale while encouraging players to play with their factions, and leaving the casual PvE players an approach to the game with mitigated harass. New Stamina system? Can work with this. New Mount system? Perfect use for them to get around map to map. New housing features? Peace Time perfect time to show it off. Thinking about adding the Bijuu Beasts from that one hit Ninja anime? Village map capturing gameplay is perfect spot to dabble in Villages unleashing said beasts. More Roleplay centric update? Peace Time will benefit greatly from that. Parting list of ambitious Nin Online dreams: --Clans Clans should have been a focus a long time ago. Maybe they have been and players dont know it, but Clans are a staple to that one hit Ninja anime and have a understandable interest around their creation. New players have Clan intrigue from the get go, they are often more curious about how Clans work in Nin Online than Masteries. Clans in Nin Online are long overdue, and I believe should be the first content looked at in regards to bringing new Jutsu to the game. --Missions Mission rework is needed, at a minimum having someone look into how current mission gameplay and mission rewards balance out with time to complete and activity. Nin Online gets its flowers for showing players just how far this game has come in its 10+ years with its gameplay and ever evolving engine, but the same missions being completed 10 years ago at 20 fps are the same ones being completed today on PC's running this game in a way that wasnt even thought feasible when created. Getting across the overworld map from one corner to the other may have taken 10 minutes 10 years ago, but today it can take a Ninja only a couple of minutes. Inherently this is a good issue to have, this is a testament to the games progress and development. Taking Nin Online back to its roots, seeing an implementation on choosing between what Mission Rank you want to aim for could be a nice touch. Lock lower level Ninja out from doing B and C Rank missions, but they can choose a D Rank mission that pulls from a pool of selected missions. Etc etc. --Level Locked Bosses Change (Spider Boss, Snake Boss) These bosses are wasted and locked content that could be shared with all to experience. There is nothing in game that directs a player to these level locked bosses, without looking for Nin Online assistance players do not even know these exists. These bosses see the biggest action from veteran Nin Online players that already know they exist and come back on fresh new characters to experience them. More often than not, new players do not know they exist and grow to a level where they are locked out of this content. These instanced bosses are good content, Nin Online would do well with more content approached this way-- but if they are going to be locked content, make them mobs that you beat with a mission that points you towards them. Maybe even provide story reasoning for approaching the bosses if Nin Online is looking for more quest and mission content. --Bounty Rework (Tarkov edition) >Create an execution mechanic and have it work parallel with how current Medical Ninja's reviving Jutsu works. >Executing Ninja will provide you with their Headband. >Collect opposing Ninja Headbands, Headbands hold the value for lost Bounty. >Turn Headbands in to your nearest Bounty Station to collect the associated Ryo value. Take the same concept Tarkov uses for its PvP engagement and apply it to Nin Online. Headbands are a pillar concept to that one hit Ninja anime and this could bring an engaging focus back to them with collecting them off the corpses of fallen Ninja. --Summon Player Mounts Mounts have not been fully implemented yet, but currently players are obtaining these at items for our inventory-- I think a nice touch would be changing these from items a player is using to a Jutsu, a summon. Players summoning their Mounts makes practical sense when understanding the source material, and could be set up in a way where players obtain them like current Organization Jutsu's where player Jutsu limits wouldn't be in danger. (Like Jailing Jutsu, Puppet Jutsu, 12G Jutsu) --Stamina Stat You opened the can of worms with creating Stamina as an overlaying system that effects combat and traversal, and with it staying I truly think the pros of fleshing Stamina out into its own stat would provide a bigger potential for the future of Nin Online than keeping it as its own overlaying system. It really feels like Stamina was put in place only to make sure mounts could exist properly in Nin Online-- but with the potential of scaling buildings with the new updates, scaling walls, traveling across waterfalls and speeding through villages jumping house to house with the way Nin Online is progressing I think allowing players to build their characters with Stamina in mind as a resource is the proper way to move forward. -Creating Jutsu or functions that work based off the Stamina stat(Taijutsu as the easy example). -Health, Chakra, Stamina become primary player resources. -Add proper Stamina bar allowing Stamina to be tracked and managed. --Economy Recharge The Nin Online economy is a mess, and I would point to there being no passive Ryo income in Nin Online as a giant reason for this. To obtain Ryo in Nin Online you have to go out of your way to farm this, to the point most players have farming alt characters for speedy Ryo gain. Give Ninja that have reached max levels a reason to do missions, provide reasonable rewards rather than nothing(you are rewarded 20 Ryo for a two player kill mission, this should not be thee case as thats the price of purchasing 10 Ninja throwing tools). Why do a mission at level 60 when you get no experience, with Ryo rewards that are a slap in the face? If we can find a balance for Mission Rewards and properly rewarding other gameplay activities we could see Nin Online's economy lifted off the real money standard its currently on. And if moving away from the real money standard is scary from a development point of view, just know more real Ryo obtain and flowing through Nin Online will only raise prices. The real money will continue to flow as the players paying that money will continue to pay that money. --Sound Village, Enemy for All >Add a new enemy NPC Village, the Sound Village. >Could be a new "arc" mission release, but the basic principle is designing a NPC Ninja Village for Raid Content that players can take on solo or in groups. >New Bosses, new drops, new Nin Online story? >New Events with the Sound Village having a rotating Raid schedule with mobs attacking Village factions and defense needed. Could be a nice feature alongside the Ninja War pitch! >If really digging the Ninja War pitch, you could have Sound Ninja show up when map capturing during War Time.13 points
-
The Ninja Academy Event Series Get ready for a series of events coming your way over the next few weeks! I’ll be experimenting with teams, inspired by the classic Chunin Exams experience. To participate in these events, you must be open to being randomly assigned to a team! Each team will consist of: 3 Genins 1 Chunin/Special Jonin There will also be platoons led by 1 Jonin. Jonins without a team placement may be assigned to a team or designated as helpers throughout the events. This event is open only to players from the Leaf, Sand, and Mist villages. I'll be hosting these events separately for each village. As we move forward, we'll gradually transition into some final joint events to conclude. (There will be other events for Rogues.) If you’d like to participate, please message me either in-game, on Discord (Deathmall), or via the Nin Online forum with the following information: Submission Deadline: 7/13/2024 Username: Village: Time zone: Rank: Level: Mastery/Masteries: Language(s): Other details (optional but highly recommended): Interests, combat style, and a brief introduction.12 points
-
Nin Online but with changes SMALL CHANGES Summon Name It may not be that important but it would add more fun to the game if you could name your summon, of course the bad names should be censored just like in game chat Repair arc 40 Out of all arcs, arc 40 is the worst when it comes to xp. It's very beautiful arc when it comes to story and characters but XP rewards are making it not so fun to play. I would just change the xp rewards for higher as arc itself is very good MEDIUM CHANGES Stamina Cool feature also would be higher stamina cap or pills/jutus that would add effect that stamina is higher for some time for example Pills that make stamina X2 for 5-10 minutes Clan Abilities I think it would add more sense to picking a clan than just few cosmetics (some clans even have just one). It would add also more fun to the spars, and I think it would be cool feature if we could have uniques abilities for different clans BIG CHANGES Higher Level Cap I think lot of people think it will never happen or it's not planned in near future but if we could have level cap raised it would encourage more old players to come back to the game and have fun. I don't think about very high amount but if we could go from 60 to even 70 it would be fun Cooking + Vegetables/Meat Something for people who like to relax at game or just maxed out their characters. Vegetables I think of something like shop where they would sell different vegetables that you could eat for relaxing or for cooking. Also a feature that if someone have a home he could buy a vegetable flowerpot that would give 1 random vegetable once a hour. It would also be cool for it to be sellable to npcs Meat It would be just another drop from mobs. I don't think we need different types, one type of meat from mobs like wolfs, tigers, bears, hawks, boars and foxes would be cool for cooking and it would be nice for it to be also sellable to npcs Cooking Cooking would be very fun feature, like we would have to have a ingredients for each meal and we would have a cooking mini game (maybe like in fishing). Also if different meals have different buffs like +5% chakra for few minutes or other stat buffs. And please make meals sellable to NPC at least for price that would give back money you would have to spend on ingredients. For example we could made dish from fishes, potatoes and some other vegetables Crafting It would be very cool change especially for old players, but also help for new players to gain some money. Crafting would be a change that would allow people to spend some time in game in different way than AFK. We could use already added woodcutting and add mining different minerals for example iron, stone, we could also use materials already in the game like cotton, dry herbs. Players would be able to craft items like shurikens, kunais and senbons in their inventory. It would be also a skill that we can level up like fishing and higher levels would allow us to craft more stuff like basic weapons (wooden katana, broad sword, kunai dagger, butcher sword), and at highest level we could craft basic pills from dryed herbs and cotton, and few furniture's like chair and table that would need to be crafted at crafting tables etc. It would be very cool change to the game that would help players gain some ryo more efficiently and higher level players to stay in the game longer. It would also mean that game would have to add more stuff like pickaxe, crafting table for more advanced things, and also minerals and resources around the map, like coal and stone on the way to tanzaku, iron and other minerals in the chilly pass and other arc 40 areas, and land of iron so everyone can get some12 points
-
December 2023 Promotions Sand Village Jonin: @Vipe @steficy @Feitan Chunin: @kukks @Leper @Gol D Roger @kniphy @Unkofakits Specialized Jonin: @Mabilis Impressive wind techniques utilization. Mist Village Jonin: @Kozetsu @Yuma @Soya Chunin: @Hirashiki @Menace To Society @Anri @Dull @Singularity Specialized Jonin: @Maracuya Great situational use of earth techniques. Leaf Village Jonin: @Elite Arashi @Oceana @Rinnegan Chunin: @Windhand @Jero @Cryo @Sage @Daftz Specialized Jonin: @Hageshi Expertise with Wind mastery.12 points
-
Hi All! It’s been quite a while since this topic came up so I thought I’d bump it by giving it another whirl. I know it’s been suggested like a gazillion times before, but maybe the need for Leaf getting a utility shop or NPC of some shorts faded into obscurity during recent times. Anyway, here goes: Although I can see where they are coming from when they didn’t give Leaf a utility vest. Both Sand and Mist ninja were seen wearing these flak jackets as Genin during the Fourth Shinobi World War or at least once in the Show. As for Leaf, I haven’t really encountered any different variations to the Leaf flak jacket except the ones used in the Second Shinobi World War by people like Dan Kato which was a light green plain vest with no pockets, neck guards or scroll pouches. If we were to go down the route of every village getting a vest I’d say the best solution would be to recolour the Sand or Mist vest to a light green (like the one we see Dan wear) and make an NPC sell it (with utility pouches) in either of the Leaf shops or just set up shop in one of the village’s empty houses. Adding some symbol to the back of the vest would also be a nice addition but that would probably be too much for a simple flak jacket for non-ranked. Anyway, hope this gets implemented. Let me know what you think. Picture is for reference.11 points
-
For more info check Community Contests - Announcements - Nin Online This is the topic we'll be using for the Best Dressed contests! Prize: 10 Ninja Credits to the Best 3 submissions! Rules: Reply to this topic with a clear screenshot of your outfit. No photoshopping, or editing. Show your username. Only 1 submission per round. You may not use shop window pictures, or edit in any items you do not own. Make sure to show what items you are using. Any subsmission that doesn't follow the rules/theme will be ignored. Here's is an example of what your subsmission should look like: (Make sure to show your ninja name) Since we are in October, our first Best Dressed theme is obviously going to be... Halloween You can submit your screenshot until October 15th! Good luck!9 points
-
9 points
-
Dear Ninja, It's been a very turbulent last couple of months, we started having server issues out of nowhere in late November 2022. This was especially surprising and disorienting because at that point, we had not made any code changes to the server since about July 2022. We were sent on a goose chase to figure out why these issues were happening, and without our dear beloved (rest in peace) Robin to come rescue us from issues like this as he had in the past, we had an especially hard time. But I want to write this development log to explain why this issue was so pervasive, evasive, and abrasive, so players understand why this wasn't a simple "fix your server" kind of issue. To understand the rest of this post, you need to know what the following terms refer to: Server Software - Our proprietary, in-house server software we wrote to run authoritative logic for Nin Online and to handle networking aka. keeping players connected and sending data between them. Server Hardware - The actual machine that we rent to run the server software. This hardware belongs to a third-party company. Third Party Service Providers - Services that provide us with databases for the post part in our case, but can refer to any company that provides SaaS. DDoS - Distributed Denial of Service Attack, typically on a server, to prevent normal operations. SYN - Clients requests connection to a server by sending SYN (synchronize) message to the server. ExitLag - A shady company Phase 1: Locating Fault With a software as complicated as Nin Online. There's a lot of places fault can be found. All we knew based on player reports was the following... There are possibilities in third party service providers, client, server hardware, server hardware (OS, Networking), it could come down to almost anything. First I'll talk about what we tried in Phase 1. Restart Server Software Restart Server Hardware Check and reboot all third party service providers (MongoDB, MySQL) So basically all the things you do when you have faulty technological issues - "Have you plugged in out and plugged it in?" "Have you tried restarting your modem?" The next thing we tried was to make sure it wasn't an isolated issue with that specific server. We rented a new VPS server and hosted Nin Online there for awhile to see if it was something that was solvable that way, and if it could be down to Windows Server settings, an issue/change to do with our hosting provider, DNS issues, anything that could be isolated to server hardware/provider. This was not the case, so we moved back to the original server. From this, we diagnosed that the issue must have to do specifically with our server software. Because it happened on multiple different server hardware. A further clue was that Nin Online's Brazil Server was fine, and the Brazil server didn't have a lot of code changes that Nin Online NA had. So it was a good lead. Despite the fact that we didn't make any code changes, it is not impossible that existing code changes between that span of time could've started acting up later. Phase 2: Looking through code changes We first looked at content changes. Nin Online's engine gives a large amount of freedom to developers to create content on the fly. Although no code changes were made. It was completely possible that it was caused by a content change eg. A new map, a new item, a new NPC. But nothing really aligned with the timeline that would cause the bug. There was one thing that stood out... Erox had just launched the Christmas Event, and this year was the first time we had pathfinding changes. This led to the train of thought that perhaps it could've been that a massive amount of NPCs (Zombies) was causing the server to hang for a long amount of time, and during this time, the server could not send any data to players - hence the hanging. The caveat to this is that our pathfinding is threaded. Meaning, even if the pathfinding was hanging, the rest of the server processes should've continued fine. But to be safe, we decided to first disable all A*Pathfinding. We left the server online to see if it stopped, but it persisted. We later went back to the drawing board many times, looking at what content or code could have changed. We investigated if Erox has added any events/npcs/items etc. and forgot about them. (he didn't) The next thing I tried was to look through all the error logs that the server created. There were a dozen or so errors the server was throwing that seemed inconsequential. These could be things like a projectile/jutsu trying to target a player that was already disconnected. The server would normally ignore these errors. But I fixed them just to be sure. This didn't help either. After a few days, after discussing it with Wolf, we thought perhaps the issue could be due to threading pathfinding entirely. Threading it in the first place was a risky idea, even though necessary, because as I said, A*Pathfinding is expensive. So we decided remove threading for pathfinding. This didn't solve the issue, but it did mislead us for a few months. Phase 3: Completely misled A few weeks later, to no avail in solving the issue, we started looking to other data. Sadly, as we'll soon find out data lied. We looked at server performance while the server was having these hanging/spikes/disconnection mass events. We did this by profiling the server, looking into metrics we have been collecting for years, and we found that during increased player activity, the server showed obvious signs of degradation. I'm skimming through weeks of work to collect data, but basically our findings were that was a correlation between these hanging issues and degradation of server stats, namely TPS. The server was running less ticks per second when these issues were occuring! Hoorah, if we can figure out what is causing this, we can solve the issue. We spent weeks figuring out what the issue was that was causing the server performance drop. Clearly something was wrong with it, if we solved it, we would most definitely fix it... right...? So we started looking into the call stack and performance profilers to figure out what was causing the drops in performance. We looked at what changes could have been made around late November that could cause it. (Just note that although the graph looks like it only shows degradation in mid-December, this is only obvious now that we have a lot more data than we did in December. We found that certain packets ran processes on the server that were taking a long time to process. Namely packets/processes that interacted with MongoDB. So I spent a few days moving this these processes to Jobs (basically threading). It was possible that due to these packets not being threaded would cause a long pause where the server was just processing these on the main thread - hence causing the hanging. Unfortunately, this did not resolve the issue either. The server was optimized. There should be nothing left that took this long to process that it was bring the TPS down... except... Pathfinding. We later realized that the reason TPS was down was simply because we stopped threading Pathfinding. Pathfinding was so expensive that it single handedly was bringing TPS down more than anything. We sent ourselves on a goosechase because of what we had did in Phase 2. In hindsight, of course this was the case. But we were trying and doing so many things at once we lost track of what we had changed a little and we forget to go back to basics. We were consumed with the idea that the TPS was causing the login issues, when it wasn't. It was months of stress over trying to figure out what in the server was causing the TPS to drop that much, and it was just pathfinding. I'm glossing over days of me and Wolf diagnosing server performance. Running third party software on the server software to figure out what was causing it to hang. But this was work. Real work. Phase 4: Back to basics We went back to the drawing board and looked to what we knew as fact. The timeline of everything we knew and decided to look into what was happening during one of the disconnection events. We let the server fail in debug mode, so we could look into the internals of the server while it was having disconnections. Up until this point, the server was still functional for most of the day, it was just crashing every 24 or so hours. I was on full-time watch for the server, making sure it went back up when it was down. It had been months of this, it was stressing me out a lot. We noticed that the server had a large amount of connection sockets (TCP connections usually used to send data between client to server and vice versa). We started looking at what code issues within our login system that could be causing them to pile up without clearing. We spent weeks on this, making potential changes and hopeful fixes, to no success. One of the hardest parts of this issue was that we could not recreate it locally, so we had to rely on the live server to debug it. Each time we tried a code change, we had to wait until the next time the server crashed, so there was a lot of time when we could not do anything but wait for another crash. Sometimes code changes we made seemed to work, but really didn't. The bug would not appear for a few days, or even a full week, and then suddenly happen again. So we were constantly being thrown into "Yay we fixed it!" and "Fuck it's back". The only clue we still had was, no matter what we did, these connection sockets leaks were still happening. Phase 5: Player testimony We went back to player testimonies, hearing what people were experiencing and getting footage of what was happening what all was going down. We heard people tell us it was probably to do with Automated Tournaments, Quick Logins and various other features. So we went through rounds of disabling things and re-enabling things until we could find what was wrong. Eventually, the bug for some reason seemed to change it's modus operandi. It started manifesting as log out issues instead of login issues. Players who were logged in, were not having their characters ever log out... Curious. Phase 6: Discovery Not all players were having logout issues when there were little players online. But once there were a ton of players online (around 100) there started to be widespread logout issues. Because players were being stuck on logout, I started investigating why they weren't being logged out, since it mainly happened to a small number of individuals when the server was fresh and not very populated, I started with those users. I found that the players were having ping packets sent even when they told me that they had the Nin Online client closed. That's literally impossible I thought. Without the Nin Online client open, what could possibly be pinging the server...? ExitLag. Phase 7: ExitLag ExitLag around November last year, started using a method of "optimization" that was essentially, on scale, a SYN Flood Attack. The culprit was a third-party software that wants desperately to provide "better ping" for players. So it uses a combination of techniques to do so. One of those includes using multiple relay servers to send the same packets to our server, spamming our server with unnecessary information multiple times. It sends dozens of SYN packets per second to our server through the port our game client uses to connect to the server. It does so through distributed servers across the world. About SYN Flood Attacks https://www.cloudflare.com/learning/ddos/syn-flood-ddos-attack/ https://en.wikipedia.org/wiki/SYN_flood It doesn't even hide it. In the picture above, it shows that it's established multiple connections to our server and is constantly sending and receiving unnecessary data through it. What's scary is (we've not fully investigated this claim) but the software seems to also triple the amount of data our server sends for large packets of data like Map data. IP address/connection slot of someone using ExitLag and their source port number The reason why it was causing login issues was because it was filling up all the temporary slots allocated to TempPlayers (a method we use to verify and give real players a slot in the game) because the server had no choice but to check all these empty packets that was being sent. The reason it was causing logout issues for players not using ExitLag was because it was overwhelming the disconnection system, blocking the disconnection queue and causing a threading leak issue which was slowing down the server. A normal DDoS attack would've been quickly triggered by our DDoS protection we had in place since 2013. But because this was done at the authentication level (it wasn't spamming packets, it was spamming SYN packets) it was creating a lot of new issues. Our DDoS protection was "per connection" whereas this was creating new connections constantly. Another thing that really pissed me and Wolf off is that this isn't the first time ExitLag's methods have caused us issues. It was causing our server to throw errors in the past, and so we actually built workarounds. If only we had straight up banned it then. Lastly, we unfortunately had an issue with timing out TempPlayers. The intervals our KeepAlive packets were being set at was 30000-60000 seconds instead of 30-60 seconds. Which is a dumb mistake on our part. This made the logout issues much worse, but also just aggravated the issue of us being DDoSed. We never found that mistake for 5 years before this because we never had this issue. Phase 8: Resolution Now that the following have been put in place, this should prevent a future SYN flood attack and also ensure players aren't accidentally banned by using ExitLag. We've tweaked Windows Server's provided SYN Flood Protection capabilities to suit Nin Online With the help of ChatGPT, I wrote a new application that checks for SYN Floods and quickly (within a minute) bans IP addresses that are flooding our server We've banned ExitLag from being used with Nin Online, so players don't accidentally get their IPs banned. We fixed a bug that was causing KeepAlive packets to only be sent out every few hours. So even if a SYN Flood Attack happens, it will not cause widespread logout issues. We've contacted ExitLag to remove Nin Online from their listings. This has been one of the hardest 5 months of developing Nin Online. I've been on full time "make sure the server is not malfunctioning" duty for the entire time, and I've been caused severe mental distress by this ordeal. All this to say, I don't like ExitLag. Thank you to Wolf, Delp and all the players who have been helping provide information for the help in solving this issue. Regards, Ueda9 points
-
February 2024 Promotions Leaf Village Jonin: @Memsky @Cryo @Fire Chunin: @Zoro @Mangekyo @Lucifer @Jihyo Tensei @Shisui Specialized Jonin: @Luhan Exemplary Taijutsu usage Mist Village Jonin: @Hirashiki @Hydrogen @Hoshino Chunin: @Sn0w @Evankhell @Worship @Heaven @Demon King Specialized Jonin: @Bleed Exceptional situational awareness and use of lightning techniques. Sand Village Chunin: @Kropla @Kouichi @lisc @THE slow @Soplica Specialized Jonin: @Alkahex Exemplary Medical Ninjutsu usage8 points
-
Dear Ninja, Nin Online's Annual Christmas Event - Let It Snow - Is LIVE! This year, we've opened the doors to the Hidden City of Joy, a city filled with zombies, evil snowmen and also... Presents! Players familiar with this event should be glad to know, this year there are new special types of zombies, new rewards and an expanded map to explore. Free Stat Reset Check with Santa if you are Naughty or Nice! You'll see if you can get a Free Stat Reset, or you have to redeem yourself first. Kill Zombies to trade brains for presents There's a time-exclusive Christmas Shop where you can trade zombie parts for special Christmas themed cosmetic items or even Event Coupons! How to Participate? Talk to the Holiday Event NPC in each village to get transported to the Hidden City of Joy. Talk to Santa Claus to learn more about the rules of the event. Merry Christmas & Happy Holidays! - Nin Online Team8 points
-
8 points
-
Mist Village Rule Book Under the Leadership of Mizukage Shijie [Lord 22nd] 1. Authority and Obedience Mizukage’s Orders: Orders from the Mizukage are absolute and must be followed without question. Hierarchy: Respect and follow orders from higher-ranked Mist ninjas. The hierarchy is as follows: Mizukage(Administrative & Military) Shadow Council(Administrative Only) Shura(Military Only) Military Police(Administrative Only) 3. Shura: A Military Advisory group elected by the village holding authority second only to Mizukage with respects to Village Raids, Hunts & Defenses. 2. Conduct and Conflict Resolution Internal Disputes: If you have an argument with a villager and cannot resolve it, contact a high-ranking Ninja (Council, Kage) for mediation. No Internal Violence: It is strictly forbidden to attack or kill any Mist Ninja, except in sanctioned activities such as spars, tournaments, etc. 3. Village Loyalty Priority: The Mist Village must always be your top priority over any other commitments (organizations, friends from other villages, etc.). Any action that could endanger a Mist Ninja or the village is forbidden. Assistance: You are not obligated to help every single Mist individual, except during village combat situations (wars and raids) or if the fight is on Mist territory. In these cases, you must support your village. 4. Identity and Conduct Identity Concealment: You may use identity-concealing items inside the village. However, if a higher-ranked Ninja requests you to reveal your identity, you must comply immediately. Refusal will result in arrest. Organization Inquiries: Direct all questions related to organizations to their respective leaders. 5. Hunter Ninjas and Regulations Interaction with Hunter Ninjas: Villagers (non-Hunter Ninjas) are strictly prohibited from following Hunter Ninjas. Refusal to obey this rule will result in arrest or exile. Summoning Recommendations: Mist ninjas are strongly recommended to acquire either a Panda/Clam summoning or Great Earth Prison. 6. Discipline and Consequences Rule Violations: Breaking any rules will result in a punishment determined by the Mizukage, based on the severity of the infraction. 7. Handling Missing Ninjas Leaving the Village: There is no way to leave the village under good terms. While you may request to be exiled for reasons such as leveling faster, helping a friend, grinding, etc but once you go missing, you are considered an enemy of Mist. Returning to the Village: If you are a missing ninja and wish to return, you must serve the village in any capacity requested for an indeterminate time or pay pardon fees (usually 2-10k ryo based on your likeability). 8. Alliances and Warfare Allied Organizations: We are currently allied with no groups/villages. Enemies: We are at war with every other organization and village. Helping them is prohibited unless there is a legitimate reason. More details might be available on the Mist discord. 9. The Blood Challenge Revised Exile Challenges: If you believe any Mist ninja should be exiled, you can call them for a Blood Challenge. It is their choice to accept or decline. If they accept, you will fight, and the loser receives 1 strike per lost challenge. After 2 strikes, the loser is exiled. Challenge Procedure: Any accepted Blood Challenge must be reported to the Mizukage, who will oversee the fight (best of three rounds). After the fight, the Kage will exile the loser. Re-entry After Exile: If you are exiled through the Blood Challenge and wish to return, you may request re-entry after 1 week. If the Kage agrees, you will be required to pay specified pardon fees. 10. New Alternate Accounts & New Life Behavior Expectations: Your main character being an enemy(Leaf/Sand/Rogue) of Mist does not automatically result in exile for your alt. However, disrespect, spying, or suspicious activities will lead to immediate exile. Mizukage: @Shijie [Lord 22nd] Advisory Council: @Kiyoshi Nagi, @Hirashiki & @Jelly Shura: @Chrollo7 points
-
Hello, everyone! This topic was discussed already a few times but I in my opinion PB still needs a proper rework to be objectively competitive vs another orgs (12G and 7SM). Anticipating some arguments, I have to say that it's not that my opinion is determined by my current membership in PB. Even playing as a rogue I always thought that since the Great Puppet's colliding wave nerf (which indeed was too OP) PB was objectively less attractive and weaker than other orgs considering the stat buff and utility. I will support my opinion with the following analysis. I. Stat buffs 1. 12G Waistcloth gives +10 to all stats. For most ninja 3 stats (sometimes 4) are useful which gives +30/+40 stat buff that is used be 12G member. 2. Most of 7Sm swords give +20 stat buff (some swords a lot more). 3. Puppet Coffin gives +15 to fort. To sum up PB has the weakest stat buff. I don't think there is any logical explanation why it should be like that and it definitely should be changed to match the other org's stat buff. What can be done about this? This disadvantage is easy to repair. In my opinion Puppet Coffin should give at least +20 to fort. If you consider the buff of 12g Waistcloth or some of the 7SM swords buff it wouldn't be unfair to get the Puppet Coffin buff even higher (i.e. +25/+30 fort). II. Utility 1. 12G jutsu is a life-saving instant huge buff to hp. Even though it is only temporary, it's very useful for ninjas to get away from battle situations that would be otherwise impossible to survive. 2. 7SM swords give it's users constant feature that they can use every few seconds through the entire battle without any additional cost. 3. Puppet Coffin gives the ability to summon a Great Puppet that basically is a summon with lower cooldown (30s after puppet dies) and is casting low dmg jutsus. At the end of the day only useful jutsu that Great Puppets casts is Lightning Current but it's very random. I think we all agree that summons in this game aren't good concerning their AI. They are "stupid", they can be blocked by a tree or other obstacles. The result of this is that Great Puppet in a bigger teamfight dies after few seconds and casting maybe one random jutsu in the air. In addition it's move is so predictable that it's easy to avoid in a smaller fight. In my opinion PB feature is the least useful compared to other orgs. What can be done about this? I have to say that - in contrast to stat buffs problem - solution is not easy here. In my opinion Great Puppet summon idea is a bad one considering summons mechanic in this game. Good solution might be removing this summon and adding some kind of a PB jutsu with "puppet graphics". It might be offensive or defensive jutsu. Any ideas from the rest of community would be nice here. My ideas (based on manga/anime; mostly Sasori's and Kankuro's jutsus) are: 1. Puppet Technique: Prosthetic Arm Senbon - I don't know if it is possible to do but it could be an animation of a puppet appearing for a moment in front of the caster and casting a jutsu similar to explosive kunai. 2. Prepared Puppet: Eight Waves of Needles - animation similar to above but the jutsu could be similar to Kunai Shadow Clone Technique but with bigger damage. 3. Hiruko - caster would hide inside Hiruko-like (the one Sasori was inside of) puppet that would grant him temporary resistance to damage but would be snared at the same time (let's say for like 2-3 seconds). 4. Kuroari - caster would snare or stun an opponent for i.e. 2 seconds by summoning Kuroari (the one that Kankuro used) and do damage to him. I would love to know what you guys (especially GM's) think about this. Finally, I would like to mention that another flaw of the Great Puppet is that it simply looks freaking ugly Thanks for reading this! Sanshouo7 points
-
Dear Ninja, We've just launched a brand new major feature - Guilds! Guilds are player organizations where you can contribute towards a common goal, and build towards a large community of like-minded individuals, collectively getting more powerful. Be warned that guild names cannot be changed and owners cannot be transferred without restarting. Guild Features Guild Perks Guilds comes with many cool features, like Guild Ranks, Guild Emblems, Bulletin Boards, Guild Chat Channel, Friendly Fire Toggling, Alliances and more, all unlockable through the Guild Perks System. Guild Emblems There are hundreds of customizable pieces to choose from to create your guild's unique emblem. With the current pieces, there are a whopping 400,000+ possible combinations of Guild Emblems to create, not even including color options! Creating a Guild Creating a guild can be done through the Guild menu by Gold & Silver Ninja. It costs 10,000 Ryo. Conclusion With this Nin Online is now complete faction-wise. You are born into the ninja world alone, but you choose a village to be born in, choose a clan (family) to be born as, join a corporation as an occupation and join or create your own guild, which is like your friend circle, and find teams to go on short-term missions with. We hope you enjoy this new feature!7 points
-
For more info check Community Contests - Announcements - Nin Online This is the topic we'll be using for the Screenshot Contests! Prize: 15 Ninja Credits to the Best 3 submissions! Rules: Reply to this topic with a clear screenshot. No photoshopping, or editing. Only 1 submission per round. Any subsmission that doesn't follow the rules/theme will be ignored. Tip: Be creative! Don't just post a screenshot of your character standing still. Make a scenario, do RP, ask friends for help. Well... We are in October still, so our theme has to be Halloween You can submit your screenshot until Nov 11th Good luck!7 points
-
7 points
-
7 points
-
Hello everyone! I just wanted to let everyone know that if you wish to come play in mist you are welcome to. As of right now I've decided to let anyone that wishes to rejoin mist to do so. We want a nice, clean, fresh start! If you do decide to come back please leave all beef in the past! Everyone deserves a fresh start! Please feel free to request a message with me on discord with your mist name and I will do my best to get back to you and get you pardoned back into the village. I look forward to working with everyone on trying to get mist revived and back on the map as an active village once again. Discord: Maj#66417 points
-
Since 30 June 2023, as part of our leading up to our 10th Anniversary, we actually own ninonline.com! This comes after 10 years of negotiating with the company that was parking on the domain. The domain name used to belong to Nine-Inch Nails (Yes, the rock band) but was later bought by a company that was parking on the domain waiting for it to be bought. This is a common (though, technically illegal) practice done across the world. Nin Online has historically used ninonline.org not out of choice, but necessity, due to the .com being taken. .Org domains are supposed to be used for non-profit organizations, which doesn't fit what Nin Online is. Therefore, finally holding the .com (short for commercial) domain name makes more sense for us. After 10 years of negotiating, we finally got it to a point where they agreed to sell it at a reasonable price. While Nin Online doesn't need the domain name, it does do a little for our credibility to own our own domain name, and thus I decided to finally spend the still sizeable amount to take ownership of the name of our legacy online for real. The discussions have gotten pretty annoying (for both parties) but I'm glad it finally worked out. Just a mini win for Nin Online I wanted to talk about!7 points
-
7 points
-
Here because @Atrane won't stop persecuting me, for God's sake. I started playing Nin Online when I was a toddler, and now I'm 41 with two kids. What Nin Online really needs right now is not short-term content or side activities like fishing, but content that will prolong its life and revive what the bulk of the player base, or anyone who has ever played this game, loved about it. The PVP freedom and the appeal to ninja fantasy that attracted this player base. My suggestion: When a mission is completed from a village, it rewards economy points, village intelligence points, and manpower points. Make the Kage able to use economy points to manage Jonin NPCs in the village. Here's an example: -A Jonin NPC would start as just a Genin NPC with starter jutsus and weak stats. The Kage can spend points to promote the Genin NPC to Chuunin, then to Jonin, giving them stronger jutsus and stats. -The Kage can spend points to get more NPCs. -The Kage can spend economy points to buy a house/hospital/respawn point in a neutral village such as Asoki for all village members to respawn in temporarily. -There could be a "village shop" where the Kage can spend economy points to buy "official items" for the village. An example of this could be: when Rory released that new Jonin vest for Leaf Jonin, instead of directly adding it to the game available for Leaf Jonin and Chuunin to buy, he would add it to the village shop, and the Kage would have to spend economy points to unlock it in the Chuunin/Jonin shop for them to buy it there. This could apply to a new village summon, weapon, map, jutsus, or whatever it may be. Anbu leader would have access to intelligence points: -The Anbu leader would be able to spend points for a limited usage of a "spy hawk," providing information on a map similar to how the global messenger hawk works now. It would become an Anbu feature. The Anbu leader would have access to end-game consumables in the Anbu shop, such as Tier 7 or 8 pills, that they could use intelligence points to provide for the rest of the Anbu. -The Anbu leader could spend Intellgence points for a mission that awards a big amount of points in either man power or economy 12g/7sm/pb Leader would have access to manpower points: Official Org leaders could use manpower points to manage Raid points (move them around, use points to buy permanent traps to put around them, or a Raid point defender NPC similar to Jonin). They could also use manpower points to buy from a shop a temporary global buff for a village that increases the potency of the buffs provided by taking other village's raid points. These ideas could be refined, built upon, or pushed further. The goal of this system is to fortify village RP and encourage faction PVP, encourage players to do dailies since they provide the points, add new end-game goals to the game, make village politics more interesting and fun for players, add accountability for the village government, and give a deeper meaning to the life of village orgs, Kage, council, and Anbu. Increase player activity by providing something fun to strive for and encourage them to care more about who's in the lead and motivate other village members to play. Creating much-needed, overdue endgame content.6 points
-
New Name (eg. Nin Offline) Name is fine. Features (Optional) N/A Changes (Optional) Villages Faction Overhaul / Change: Nin Online only needs 2 Factions. Good and Bad, - Leaf and Rogues. Why do this? 1) It will make adding new content that much easier and faster, since less playable villages will be in the game. 2) The playerbase will be more active if only 2 faction choices exist. Less splitting of players into groups, leads to better unity and collation. - That way players can choose between Leaf or Rogue based on their moral beliefs and playstyle and can change between Factions, without feeling "locked". It will be easily switchable , without major problems, if in the future they have a change in heart or their friends group is playing a certain faction etc etc. Implementation: How? "I'm Mist or I'm Sand? Famous examples of Non leaf affiliated ninja that work with Leaf- Mitsuki, Killer B, Gaara, Temari Make all ninja: Leaf ninja, and introduce a backstory system (players can choose Mist or Sand here, but ultimately the player will be Leaf. Different Backstories, will give variety in abilities or unique passives , usage of specific weapons' (fan, pipe ) etc. Rogue Ninja is a possibility and will be the only opposition for Leaf. "Edit": Side Note: This system of back story can fully replace clans. Ninja "Back Story or Origin" Will grant unique passives or Jutus: For Example; Make a Ninja - Choose Sand Backstory - (You are now a Sand villager residing in Leaf). - You are able to use fans. Make a Ninja - Choose Mist Backstory - You are able to use pipe. Make a Ninja - Choose Cloud Backstory - (You are now a Cloud villager residing in Leaf) - You can use STR based Lighting. This makes adding content easy without worrying about WHOLE village resources and art , quests, corps. Have other Villages / Zones be used for missions or campaign, and make them Level zones with NPC's and enemy mobs. Players will have general dailies given in either Takumi for Rogues and Leaf for others. Then have Level zone missions as well! - Quest and Level Zone Missions will be given in Level Zones - That way they player and quest giver and missions are all in the same zone). Leaf Zone (1-15) Dark Forest Zone (15-20) Train Arc (20-25) Sand Zone (25-30) Toad Arc (30-35) Asoki Zone + Bears + Ocean Zone (35-40) Bandit Arc (40-44) Mist Zone (44-50) Reworked LOI,(50-60)6 points
-
Just good old Nin Online: Features: 1. More interesting mob mechanics, have mobs display danger tiles for jutsus & more randomized movement to keep pve more engaging than simply running circles until flicker is on cd or getting flickered on for several 100s of damage auto attack. 2. Unique election systems for villages. Think of an automated 1v1 tournament for mist, and in sand a kage would set 3 players as his siblings at the start of a term, at the end of his term the kage would get a popup needing to select 1 of them to be the next kazekage. Stuff like that to make the villages regain their uniqueness vs alting/voteabusing 3. More incentive for dangerzones, could be stuff such as having a certain time a day where in a random dz map bosses spawn for an hour with increased droprate. Which map it is would be announced slightly beforehand or as soon as it starts. So people can choose to go there and farm some better droprates with the risk of being attacked by others. 4. Mission board (saw a suggestion that I thought was cool) instead of grabbing random dailies, have a board with randomized dailies of which you can pick i.e. 3 dailies, you pick one of them and after handing it in 3 new randomized dailies are on the board. That way people have some choice in terms of their playstyle for leveling 5. I already know it's on the way, but the completion of the gathering/crafting, this way there's a reason to get the materials vs people just botting it for ryo for it to get nerfed to the ground and undesirable to make use of Optional: Make regular NPCs just like jonin bots killable, so the next time some hidden leaf spy npc destroys my traps in sand he gets cloak bombed into oblivion6 points
-
Nin Academy Graduation System A rework and new view on the graduation system to graduate from silly Academy Student to a full-fedged Genin. Features of the Nin Academy Graduation System Leaf Village: Bell Test reference The Bell Test should be the only test to graduate. Make it NPC controlled and only people with teams of atleast 2 persons can start it. Mist Village: Village of the Bloody Mist reference Academy Students who wish to graduate, have to fight their peers to the death in the arena, and only those who survived will advance to the ranks of Genin. Sand Village: To complete their graduation, Academy Students of the Sand have to survive the Scorpion Cave and retrieve an antidote from a box at the end of the cave. This Scorpion Cave could be an seperate instance where only 1 player can join at a time and has a time limit of 5 minutes to clear the cave of aggressive scorpions and retrieve the antidote.6 points
-
May 2024 Promotions Leaf Village Jonin: @Daftz @Jayda @Jinsoh Chunin: @Prodigina @Uchiha Noturno Specialized Jonin: @Shisue Uchiha Mist Village Chunin: @The Godfather @Fortune @Yuki Kasumi @Zeon Specialized Jonin: @Hekla Sand Village Jonin: @Leper Chunin: @Psychosis @Dengen Specialized Jonin: @Savior6 points
-
This list will have majority of the mobs in game that gives guild experience and the amount. If you know what some bosses give experience wise, please feel free to share in comments below and I will update the list. 40 arc was skipped due to it being mainly bosses unless you all would like them to be added. Also skipped Guren/Gafuki and a lot of the mob mini bosses. 20 Arc Gangster Han - 30 exp Gangster Daimaru - 29 exp Gangster Senkoji - 20 exp Gang Brawler - 5 exp Gang Spearman - 5 exp Weird Frog - 5 exp 30 Arc Angry Hawk - 100 exp Bad Racoon Bandit - 52 exp Hawks - 6 exp Racoon Bandits - 6 exp 40 Arc leyasu - 92 exp Torii- 87 exp Hasuka - 60 exp Nelinel - 45 exp Kiemon - 35 exp Kariyuse - 32 exp Tause - 18 exp Takashi - 16 exp Koji - 14 exp (45 Arc) Cave Spirits - 11 exp 50 Arc Admiral Mitsuhide - TBD General Nobu - TBD Alpha Leopard - 87 exp Emperor Penguin - 78 exp Gold Horned Samurai - 13 exp Gold Samurai - 12 EXP Horned Samurai - 10 exp Samurai - 9 exp Leopards - 8 exp Penguin - 7 exp Danger Zones Big Cursed Host - 57 exp King Bear - 52 exp Glacier Bear - 10 exp Alpha Wolf - 7 exp Snow Wolves - 6 exp Cursed Host - 6 exp Brown Bears - 5 exp Level 32 Snakes - 5 exp Level 30 Snakes - 5 exp Hornet - 5 exp Bee - 5 exp White Tiger - 5 Exp Tiger - 5 exp Villages Leaf Village Monkey King - TBD Rat King - 42 exp Large Wolf - 13 exp Level 10 Spider - 8 exp Mutant Rat - 5 exp White Tiger - 5 Exp Tiger - 5 exp Wolf - 5 exp Larvae - 5 exp Sand Village Huge Scarab- 34 exp Mother Scarab - 19 exp Puppets - 8 exp Big scorpion - 8 exp Big Scarab - 5 Exp Desert Tunneler - 5 exp Stingers - 5 exp Baby Scarab - 5 exp Desert Coyote - 5 exp Scorpion - 5 exp Dark Weasel - 440 exp Mist Village Kuraken Tentacle - 42 exp Evil Black Boar - 25 exp Raging Boar - 19 exp Spirit Fox - 13 exp Fierce Dragonfly - 7 exp Big Red Ants - 5 exp Big Black Ant - 5 exp Evil Spirits in Temple - 5 exp Black Boar - 5 exp Red Boar - 5 exp Foxes - 5 exp Level 7 Fire Ant - 5 exp Level 3 Ant - 5 exp Dragonflies - 5 exp Kuraken Head - TBD Takumi TBD6 points
-
We just released a new YouTube video summarizing the biggest updates in 2022-2023! The video was created by our very own @Veloxy Please give the video a view and a like and subscribe to our channel for more videos6 points
-
6 points
-
"Catalyst of Tranquil Flames, Forged in the Land of Fire's ember, From routine's grip, I broke the chains, To seek solace, my heart would remember. Villager's cloak cast off, anew, Ninja's path embraced with zest, Fists and swords, skills honed true, In the pursuit of excellence, I invest. Leaf's refuge, where bonds thrive, Brothers, sisters, united strong, Talents myriad, helping me to strive, Crafting a destiny where I truly belong. A journey cherished, every stride, In solitude not lone, but free, Treasures of the world, open wide, Life's tapestry woven, as I choose to be."6 points
-
6 points
-
6 points
-
6 points
-
Nin Online 2022 Recap Yet another year of active development! It's a little late, but I don't want to miss out on the annual chance to flex all the work that's been put into Nin Online. The past year has been riddled with challenges, but thanks to you, we worked out hundreds of long time issues that were reported by players in our issue tracker. In 2022 alone, we resolved over 300 Issue Tracker Bugs. Player Growth In terms of Nin Online's player base growth, in 2022, we saw 10548 new registrations across both NA and BR servers. Although this number wasn't as high as last year's, we did see a higher number of registrations that actually made it to at least Level 10 in-game. Balancing We put a lot of emphasis on balancing in 2022. Starting the year attempting to balance Nin Online with the help of balance surveys that collected statistics on what players felt about each part of balance in-game and give feedback on various areas of the balance. We used this data to attain a much more reasonable balance state before handing over the responsibility of balancing to the Player Balance Team spearheaded by @Raitou. The balance patches were a struggle to get out at first, balance patches needed to be vetted heavily because of demands that weren't possible, would break the balance entirely, or require entire new features. Some of those new features were added as a result of the requests from the balance team (eg. Life Steal, Chakra Steal, Fortitude Buff Reworks, Jutsu Stat Scaling Options etc.) Players complained that the balance team was doing it's job by telling me what to change, but I wasn't implementing them. Not knowing that the entire time I was actively in discussion with Raitou having the back and forth to come up with the list of changes that can actually be used. So at one point, I released our entire chat log on Discord to show what was going on behind the scenes. Overall, despite it's ups and downs, thanks to the balance team taking over, a lot less time was spent on balance by me personally, and more time to focus on adding features to the game engine. Content In all honesty, new content took a bit of a backseat in 2022, with more focus on enhancing, streamlining and generally improving the existing gameplay experience. But we still managed to do quite a bit in that area, here are some of what we did (including improvements) Level 40 Story Arc Release Story Arcs streamlining Story Arcs were hard to locate for new players, so we made them all begin and end in the Mission Assignment Desks. Sub-bosses (Angry Larva etc.) Trophies, including boss trophies The following changes were actually features that had to be added to implement as content, but I'll put them here simply because it fits neater into content from a player POV: Horoscope/Charms Rework Cloning Technique Life Steal & Chakra Steal on Weapons and Jutsu Fortitude Buff Rework Status Cleansing Items/Jutsu Jutsu that can destroy projectiles Exploding NPCs/Mobs/Summons Antidote Maker, Bandage Maker, Bee Keeper and status cleansing items sold by them Jutsu Stat Scaling Options, Jutsu with multiple stat scaling, scaling % Other general stats 100+ Items Added 44 NPCs/Mobs Added 6 new hairstyles added 3 new jutsu 17 new furniture 30 new maps Features Team Automated Tournaments Our automated tournament system that was added late in 2021 was expanded to include Teams and Team Brackets. Automated Tournaments start being scheduled We turned the automatic tournament system even more automatic by scheduling the server to automatically host tournaments every 6 hours! These tournaments vary in team size and arenas to mix things up. Minimap System Quick Login system NPC movement rework, A* Pathfinding, NPC running, smooth NPC wandering ImGUI added to engine and used for future UI Map requirements system, this was quite internal, but a major rewrite to how content was organized, and made restricting maps to certain people, like leaf ninja in leaf hospitals, clan members in clan houses, all done in one place. Player Mail New Player Right Click Menu / In-game Profile Fame System New Friends System Including the new Friends Menu and Social Settings Game Guides (came with adding GIF support to Nin) Instance Map Warps (Solo Instances, Team Instances) New Mission Log and Mission Tracker Death Rework Fishing Reworked HP regeneration system that uses chairs, beds to start regen faster New Buff UI More use of Lighting Effects (Projectiles/AoEs) https://www.ninonline.org/forum/uploads/monthly_2022_04/aRKzM6p.mp4.3e13a8f323c434200cf182d8f5ef576f.mp4 Other notable features Exile cooldowns Blessing Messages Lighting Effects on Jutsu Client-side anticheat against tampering files Upgraded server to .NET 6 Death animation/sounds Camera Button More Menu Moved more content to Cloud Database (MongoDB) including Animations, Titles, Ranks, Villages, Emoticons, Missions, NPCs and Shops. Invite Only Event/Tournaments Seasonal Tileset Graphics Hair Y-Masking Feature to cut off hair nicely for hats Hair Color Intensity slider for hair dye -Camera controls for events/dialogues -Animated Furniture -Item Packs / Gacha Packs -Improved Buff Durations, forever buffs, settings for buff to dissappear on death and on logout. -New Kage Menu -Partially implemented Auto Chunin Exam, In-Game Rank System (Still WIP) -Emoticons Menu -Equipment Lighting Effects -Furniture Lighting Effects -Max Piercing for Projectiles. Previously we only had piercing or non-piercing projectiles, we added number of pierces before they get destroyed. -Proficiencies Menu -XBR Upscaler Option Notable Bugs Fixed Buffs application by Jutsu were entirely reworked to fix debuffs appearing randomly on wrong target Buffs reworked to be applied by Jutsu properly, was hacked together in the past. This was big feature and necessary change. Before this, debuffs could sometimes appear on the wrong player because of how badly coded it was. Fixed chakra charging being interrupted by traps Fixed a bug that was causing wonky Boss AoE range NPC Aggro Bug fixed where NPCs suddenly just stop aggroing players Notable Quality of Life Improvements Colorblind mode Revamped Buffs/Debuffs HUD + Buff Descriptions Chatbox was reworked, twice First time it just had the fade, then it was completely remade with new features like emote selection and click to PM, dynamic resizing. Stat reset warnings people accidentally used stat resets a lot before 2022. Confirmation prompts were added for a lot of things people accidentally did too, like leaving corporations. Hairstyle previews in cash shop previews Rotatable characters in hair dye and shops GM Tournament/Event hosting panels Before, GMs had to type long text commands to host events. We added a panel to streamline it. Silver Ninja got silver chat bubbles as requested Reworked on screen HP Bars, adding colors for alies, team members, enemies, zones and also Consistent server time based on real world clock Trade Requests and Party Invites reworked to be notifications instead of appearing under old chat box New Damage Number Messages (It used to just move upwards jankily) A lot of UI moved to ImGUI including Esc Menu, Run Indicator, Options, Cutscene Screen Flash, Report Window, Login Status UI, Tournament Brackets, Developer Editors, Confirmation Prompts, and one of 5 UI systems deprecated (WolfUI) Trade Requests no longer require you to stand beside tradee Plus 1 daily mission Hovering Item Drops for Names and keybind to reveal all Reduced Rain Effects Back End Improvements Improved server boot time by 100% GM Tournament/Event hosting panels GM Accountability features, like announcing all actions Improved Logging heavily New Map Editor Features Puppeteer Feature for admins to control other players (for debugging/testing mostly) But could be used for more in the future R.I.P Robin Perris (1991 - 2022) My game development partner, Nin Online's co-founder, mentor and my dearest lifelong friend, Robin Perris, left the world in late 2022. He was the backbone of Nin Online in a multitude of ways. Whenever a technical issue was too much for myself, Wolf, Seth, Abhi, Eddie - Robin would be the person we go to. He was my mentor in managing projects and set me on the right path to work on Nin Online back in 2013. He took over the project completely from 2014-2016 when I was in National Service. Robin Perris meant a lot to Nin Online, and Nin Online meant a lot to him as well. When he was a kid, he worked on a project named "NarutoRealm" that was the entire reason I started wanting to make Nin Online later. He taught mentored by through UI/UX, Programming and even Art at times. Robin was talented beyond his years, and was ahead of everyone in our community because he loved creating games and game engines to the point of obsession. Nin Online will never be the same without him. Rest in Peace Robin I'll never forget you, and I hope everyone who plays Nin Online at least hears your name once. For those who don't know the history of Nin Online, I'd like if you could take a few minutes to read this article. This video also explains a lot about who Robin and myself are and how we grew up as game developers. Conclusion Nin Online had an outstanding 2022 year of development, with probably the most features implemented in a single year since the start of the game's development. Thanks to the balance team, we also managed to reach a much more enjoyable state of PvP and PvE that players can (mostly) agree on. We ironed out a lot of major player reported issues, and added a ton of quality of life updates that players had been asking for. Look forward to a 2023 report with just as many or more updates as always! This article only sums up some of the development in 2022. There is a lot more that isn't covered. For the full patch notes, you can start on Page 34 of our Patch Notes. Unfortunately, we lost one of the most important people to Nin Online, my dear lifelong friend, Robin Perris. Nin Online will never be the same without you buddy. But It'll always be part of your legacy as much as it is mine. If you like Nin Online, you can support us by sharing Nin Online to your friends and family, buying cash shop items or telling your favorite YouTubers to talk about it!6 points
-
Tormenta, born on the Sand Village, sneaked into the Leaf Village undercover to learn their Secret Gentle Fist style, and now... A fisherman (? Started my Journey by learning how to properly fish, was looking like a hella hard Task, tried multiple ways and techniques taught by my homie @Dull, and gave me a purpose on this life; Get the biggest and rarest Fish in the Ninja world Trained for Long, researched, asked to experts, even talked with one of the Ninja World Deities known as Kelp for his wise advice, so my adventure started: On the Infamous Red Light zone of the whole village; the Leaf Spa. On the Red Sea from the Ring Arena. Even when the very scary and well-looking Ninetails showed up attempting to destroy everything we know And fishing... Other kind of stuff for accident while my turn for the Tournament of Power started @Tommy All of this has lead me to the peak of my skill cap as a fisherman, getting ready for my big pray, which will be written up on my next Journal entry; Remember the name of Tormenta, The Humble Fisherman.6 points
-
From village shops to event shops(or even drops), what new items/clothing would you like to see? Provide examples if you can to better show what you’re talking about, try to keep it somewhat Ninja or anime related as these items need to fit into the Nin Online atmosphere. We all want more items and clothing to be available but the hardest part is the creation. If good examples can be provided this can help content creators know what’s wanted and what to work on. I don’t want to make promises but if there’s a good bit of examples provided I’d like to reach out to get the pixel art for those items worked on. EDIT 11/15/2022: To clarify, nothing can be done or influenced on how items are implemented in the game. I’m simply looking for item ideas to help with art, if there are items or clothing not in the game that you would like to see please bring them up and post examples5 points
-
Many have noticed, the forum is no longer what it used to be. Obviously, this is regrettable, but it is very far from being irreversible. Let me explain: PVP events in which you can win big, it happens. But when was the last art event? In my memory, it dates from the white bamboo hat that Crowlock won during the fan event organized by Antar. It goes way back. And no one will dare to dispute the fact that this event brought life to the forum and amused the community! Here are some suggestions for events that might appeal to the community: Pixel Art Contest (classic) The previous competition was excellent and had brought to light some great talents. What no one had calculated was the negative feedback from the losing candidates who felt exploited by the thing. Instead of making them work on the entire sprite sheet, wouldn't it be better to give them 1 frame so they don't get tired? The winner will receive a small compensation but will receive the big reward once the item is completed, which will make it fair. The GM would always have to give us a theme, who knows, random Guts' sword or whatever. I imagined the rewards like this: 1# 15 event coupons for 1 frame. 2#10 event coupons for 1 frame. 3#5 event coupons for 1 frame. ----------------------OR-------------------- 1# Random Unique item /// a version of his own for 96 frames if added in game + silver 2#Random Unique item /// a version of his own but all bounded for 96 frames if added in game + silver 3#It's fine, it's fine, you lost anyway. Digital drawing contest I really like the illustrations of Nin Online, really! But unlike a lot of online games, it's clear that we only rarely have new illustrations related to new game content. The last one dates from Mist, with the two or three water ninjas (nice art), I think... Wouldn't it be great if the community could win prizes for their talent? Not only would that give them visibility, since it no longer needs to be demonstrated that this game has often brought together customers and artists so that they can discuss. But in addition, it would make the progress of the game clearer to players and more promotional! I'm sure many more people will visit the cash shop if they see great artwork scrolling through their launcher! I imagined the rewards like this: 1# 70 coupon /// Random Unique Item if added on website or launcher 2#35 coupons 3#15 coupons5 points
-
As a leaf shinobi, i think everyone would agree on thanking the helpful and selfless former cop and now member of the 12G @vanfire. this guy right here truly cares for the rp part, takes good care of leaf younglings such myself. i've seen him doing all sort of tasks helping others and the village. Really happy to meet this guy and hopefully i could be a bit like him in the near future.5 points
-
What's up y'all, Sharing some of my pixelart collection Little Legends (not an NFT just like to name). I have an affinity for the vintage feel of pixel art and enjoy crafting my own characters in this style as it's both entertaining and challenging. I hope you like them! If anyone else is into pixel art, I would love to see your creations as well! ឵឵឵ My discord 金#11065 points
-
March 2023 Promotions Leaf Village Jonin: @Tommy @Genshin @Eymon Arashi Chunin: @Stampede @Viento @Genocidal @Steam bun @Don Tormenta Specialized Jonin: @Emptyad Sand Village Jonin: @Sirch @Jugram Chunin: @Ohta @Vaunt @Bakuton @Akurose Mist Village Chunin: @zackzack @Yuma5 points
-
It's update 4.2.0! Blaze it! Today we're adding a long awaited feature to player housing, the ability to use it as a spawn point. Respawn in House for reduced Battle Injuries for FREE Take it as respawning in your house is having a Class B (Plan B) Ward for free, and so you're able to use it as both a spawn point and a way to reduce your Battle Injuries to 240s. It's like a subscription, so if you plan on dying, rent a house. But nobody plans on dying right... and it's just a few minutes. But wait - what about @ana primal's Asoki village houses? She has spawn points at Asoki Port Village now? Yes. Deprecated old death system We've deprecated the whole "seeing the God in your afterlife" thing. As an explanation, the whole death system used to be a workaround for not having a proper death system, when you died, your character was warped to a map where NPCs/Events ran scripts on your character. Now, we've streamlined, and in turn, sped up the death process and introduced a new Checkpoint System. Checkpoint System You can now go to (friendly only) Village hospitals, and Corps Headquarters to set it as your checkpoint. This is where you will respawn when you faint in combat (and you don't have a house, or choose the other options). Missing Ninja still have the same locations as their checkpoints, whereas for now, Village Ninja can choose between Corp Headquarters or Village Hospital. Exploring whether/how to make Clan Buildings into spawn points, but this would mean that we cannot allow exiles in anymore. (Admin/GM) GMs /zone commands are back Temporarily change map zones (Admin/GM) /setstats X Set all stats to certain amount Chat messages to tell you what happened to the furniture you just removed It'll indicate if it sent back to the original owner instead of going into your inventory, it used to be a bit unclear. Players can no longer pick up furniture items placed by GMs/Admins They will always send back to the original owner even if it's not a binded item. This is to prevent abuse. Added and improved logging for the following situations Admins/GMs using /heal Map names are listed on GM Warp logs Rare Drops are listed in individual player's logs Team Joining / Leaving is logged in player logs Abandoning Missions Picking up furniture EXP Items are used Blessing is used Title Item is used Stat reset is used Mastery reset (Admin only) is used Set variable/switch item is used Inventory expansion is used Fixed GM killed monster drops still being picked up by players Fixed /abandonhouse Fixed fishing hotkey keybind Added checks in Mailbox to instantly reflect when items are no longer available to be sent Updates to In-game guide and more banners5 points
-
January 2023 Promotions Leaf Village Jonin: @Abbyarashi @Kuroarashi Chunin: @Eymon Arashi @Xerith @Tommy @Momo Arashi @Genshin Sand Village Jonin: @Ridozuku @Mendez Chunin: @Slifer @Capitan @God Enel @Monkey D Dragon Mist Village Jonin: @Arufa @Helius Chunin: @Videl @Jinx @Sukki @Killer Beef Specialized Jonin: @Melodeath5 points
-
Just like any day Leaf aviary was busy and full of noise from all the stamps and pens of chunin working nearby. The job is usually not that hard at least compared to fighting it was rather easy for a chunin but even then compared to other days only a few letters came today. Some of them were about land inquiries and some about mission requests but nothing special. Suddenly a harsh noise came from outside the building all chunin stood up in unison in a battle stance. The sound was approaching closer every second. Then a hawk suddenly crashes onto the floor surprising everyone in the room. A chunin quickly dashes and examine the hawk letter.The chunin takes the letter in his shaking hand seeing the current state of the delivery hawk. It could be anything. Every one of his muscles tenses up as he opens the letter carefully in an attempt to not damage the letter or further freak out the scared hawk. The letter was of bad quality and a little burned the writing was horrible almost as if written in a hurry. The chunin read out the letter to the other chunin. "We are under attack! Our patrolling group was attacked by an army of sand ninjas near the dark clearing currently heading to the leaf village." The chunin handling the letter was shocked and rushed to the Kage office with all the strength he could gather. In little over fifteen minutes the state of the leaf village changed the usual shops busting with customers all closed down in a matter of minutes. The joyful sounds of children playing vanished without a trace. All that was left was the grim expression of trained ninjas ready to fight.The action taken by the current Hokage was quick and he manages to gather most of the active forces in leaf such as the military police force, Five out of twelve guardians, and many chunin and jonin. The current force gathered wasn't the full power leaf could provide but it also wasn't too bad. The real problem was that sand was nowhere to be seen. The Kage quickly sends some scouts to find sand traces but they were nowhere to be found. Many questions were revolving inside the leaf ninja's minds such as "did they leave without fighting" or "was the information about coming to leaf wrong?" Everyone seems worried not only because sand was missing but also regarding the content of the letter sent by the unknown leaf ninja. Even if situations are dire leaf ninja always sends an encrypted letter but this one was not further it doesn't contain any useful information about the number of sand coming or anything else.But still, a delivery hawk delivered the letter which means it was indeed sent by a leaf ninja. The delivery hawks are trained for years before they are ready to work. They only take letters from leaf ninjas even if they are about to die but there is a loophole that sand can easily exploit the hawks never betray the leaf village but humans could easily. The Hokage's calm and relaxed expression changed to an angry one as he shouts "FORMATION 12!" As soon as shinobi hear the Kage command they rush out and spread. Till now they were guarding the entrance to leaf village against a threat that was nowhere to be found. But the situation was different now the threat might already be inside the village. The sand village is famously known for its techniques related to invisibility Jutsu. They are the most advance when coming to any type of cloaking ability and changed the simple technique to absolute perfection granting them perfect cloaks. This means they might have already invaded the village and just waiting to eradicate us in one single attack. All the shinobi took positions around the village ready to fight but nothing happened the sand army still was nowhere to be seen and everyone's stress was only increasing over time. One hour went by and still, nothing happened everyone was still in position. They could do nothing but wait until they are given further orders. Many random thoughts started plaguing the minds of ninjas such as "maybe someone just did it as a joke? And in reality, no one was coming to invade us and everything will return to normal soon." Each minute feels like an eternity when you know you can die at any moment but here two hours already passed and there was no movement to be seen some thought that maybe they left because the Hokage quickly figured out their plan but some were more skeptical about the situation and believed that this is what sand exactly wanted and was trying to make everyone tired.The sun was setting down soon and everyone's worries were only getting bigger with each passing second. The fearless ninja who rules over everyone whether a chunin or a jonin started to feel the instinct of every living being of trying to hide from predators. The exhaustion from waiting for extended periods knowing full well that they might be attacked at any given moment was the worst feeling they could experience in their life. The ninjas who once killed thousands in battles and forgot about the fear of dying were slowly regaining the fear back as death approached. Finally, When the sun set down a huge clang sound passed through the leaf village. Everyone face turned toward the blast almost as if they were part of a hive mind knowing exactly what was about to happen. The Kage signaled a group of four military police forces to collect intel on the enemy. They all sprinted toward the unknown sound at full speed and then one of them exploded everyone was caught off guard by the scene they were witnessing in front of them. It was unbelievable one of the skilled ninjas and an honored member of the military police force was defeated so easily by traps set up by sand. Soon more sounds and explosions could be heard all around the village the scream of villagers could be heard loud and clear. The Kage singled to go but one of the jonin stops him and said "Hokage Sama we shouldn't go they are just trying to lure us into their traps!" The Kage looked straight into Jonin's eyes but no words came out. The Hokage didn't say anything but everyone already knew how the Hokage was feeling. The Hokage treats everyone as part of their family and seeing them die in front of him and not able to do anything was weakening his mind and soul. He was about to do something reckless moving right where the enemy wanted us but at the same time, The explosion and suffering we were witnessing was so horrible and inhumane that many of the ninjas even knowing full well that it was not a good idea to go help still wanted to go even if they die in the process. It was a tough decision but in the end, The jonin who said not to go was able to convince Kage from doing something so reckless. all the higher-level chunin and Hokage started to make plans and discussing on how to handle the situation. Every second they used to discuss how to defend was resulting in hundreds of death. After 3 minutes or so everyone stopped they finally came up with a plan and started to move. From what they gathered so far was that they were near the entrance of the leaf village but the sand was already deep inside the village causing havoc and Leaf can't fight them straight on because all the traps spread like a minefield between them. The Hokage and other high-rank ninja order everyone to go inside the leaf sewer which confused some low-ranking ninjas they knew that the leaf sewer contains a passage that leads to outside the village but then why are we going? As they move further inside the sewer some ninja confusion was only growing further but they didn't say anything because they trusted the Hokage with their lives even back then if the jonin didn't stop the Hokage they would run into the traps without a single shred of fear. The passage that led to the outside leaf village was near but then a strange thing happened the Kage took a strange turn and went toward a dead end. Everyone looked in confusion not knowing what was going on. Hokage touch the wall but nothing happened but then after a few seconds, The wall started to shake and opened everyone was surprised and looked confused the Kage went inside and ordered everyone to follow the strange place. What they entered was the ANBU base they only heard about in myths and stories as a child was right in front of them. The Kage clapped his hand taking everyone's attention and directing it toward him and said "the sand village surprised and attack us and caught us off guard and we can't fight them head but with this, we can win! We are currently inside the leaf ANBU base which contains a secret passage that allows us to go behind the leaf village quickly. We are going to do a surprise attack. Is everyone ready?" everyone trusting the Hokage nodded in succession. The Sand village was causing havoc around the leaf village and was surprised that leaf didn't come to protect it but most ignored it saying they prob got scared. But the Kazekage standing on top of the building looked confused he knew very well that leaf wouldn't just sit back or hide he fought them a thousand times and knew the Hokage better than anyone. A huge scream came most people didn't think of it much and just ignored it as another scream from one of the people they killed but then a lot more could be heard they all looked back and leaf was attacking them from behind they were caught off guard. They trusted the plan too much and thought leaf was helpless to do anything now. A huge fight began behind the lines most sand ninjas were not ready to face an attack from behind. The formation they were in gave them a huge advantage if leaf came from the front but now that they somehow appeared behind them everyone was confused and didn't know what to do. An all-out battle begins both sand ninja and leaf ninja started dying. The battle was a legendary one the leaf with their strategy gave them a huge advantage but the sand still fought with everything they got. The battle lasted more than forty-five minutes. After that sand ninjas retreated and left the village with the help of their cloak ability. All that was left was the dead body from both sides and a huge trail of destruction. Most leafy were happy that they were able to defend the village when they thought it would be impossible before but many still looked sad and wondered when the war will end.5 points
-
Chosen one or Savagelli for those who know has arrived with the manifestation of chakra from the heart through the soul given by the spirit, realised in the mind. Now see or see or do you lack stamina ? Explanation below in ( ) True code from me so be grateful when u join me, we feeling the universe ( heart ) or are we closing/opening our eyes ( mind/science )? Sage code ? He knows but here is mine for the hermits to come sharing only my wisdom cause I'm the leader already on the earth and above certainly beyond. My Sage code for them 4 - Spirit (Good news ) 3 - Sacrifice ( Signs ) 2 - Universe ( Vedas ) 1 - Jungle ( Game ) 5 - Balance ( Revelation ) 6 - Family ( Mercy ) I move Yin and Yang ladies and gentleman I'm talking about reincarnation of the Soul and that's number 7. I'm just one of the number 7s find the other 2 for luck ? Found one of them in the spirit realm and the other in the unseen, Yin and Yang, master of elements so which one am I looking for ? If you transcend time you can call any element from the Soul, if you transcend space you can, kidding you cannot, space is there or isn't there, you understand ? All the way back today, it is the big bang or singularity which is light ( time ) and darkness ( space ) clashing like naruto and sasuke - Matter on anti matter. Together though we can sense the unseen and then we smack her ( Kaguya ) down and then create (space) a universe without time ( constant ) = a dream of everybodies dream, is that not paradise ninjas ? Naruto explained ? Awaken spirits Crack a or the code ( my sage code in wisdom only) and ur in or the partner, it's only wisdom guys. @Vipe can do it in spirit so maybe in 2 words ? Now rest, Peace GL competitors - Love,Sacrifice,Truth5 points
-
First feature update in awhile. Still getting back into the groove of adding things to Nin. Mainly targeting smaller features and content that artists have contributed art for as well as fixing bugs. Random Item Pack Added a feature to create "Gift Boxes" that give a random item from within it. An example use for this would be to give a random prize after an event. Check your mail! We've sent you a gift to showcase this feature! Premium Skin Changer Items Added a Item Type feature that allows players to double-click/use an item to change their skin to special skins. Eg. Shark Skin. Previously, you had to bring the item to the plastic surgeon NPCs in each hospital. This was alright, but also buggy because you had to choose the right gender. This means that gender changing is now fully compatible with Premium Skins, so we can add more easily. Shark Skin Skin Item & Yin Yang Skin Item Rework They now use the Premium Skin Changer Item type mentioned above. You no longer need to bring them to the plastic surgeon. Instead, you can just double click them. Also - new artwork for them to better see what they are at one glance. Fixed exploit where Skin Changers along with Gender Change Item (Sexy No Jutsu) could be abused in weird ways to give skins you weren't supposed to have. Fixed bug where sometimes you could be assigned the wrong Skin Gender, making Paperdolls (Items) render the wrong gender art version. Fixed chatbox not disabling movement keys when chatbox is clicked on (while it was already fine when triggered using Enter)5 points
-
5 points
-
5 points
This leaderboard is set to Toronto/GMT-04:00