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  1. September 2024 Promotions Leaf Village Jonin: @Jero Chunin: @Not Zakui @Komaru @Plazq17 @Not Sora Specialized Jonin: N/A Mist Village Jonin: @Dull @Yuki Kasumi Chunin: @RaimatsuX @The Architect @Yahia Specialized Jonin: @Eska Sand Village Jonin @kukks Chunin: @Jinzu @Enkaii @Chakra Milk Specialized Jonin: N/A
    11 points
  2. Hello everyone, The Academy Event Series has been concluded. Most of the ninjas who participated graduated and were given the forest outfit. They completed the necessary trials and maintained composure and showed exemplary behavior throughout. For future events such as the Academy Event Series, please make sure to visit the forum for announcements!
    10 points
  3. Dear Ninja, With most of our community activity taking place in Discord in recent years, on top of an onslaught of spam bots on the forum these days, we've decided to move all community activities to our Discord server. For years now, we've been slowly transitioning to it as the way we communicate with our players. It's become the default mode of communication for gamers everywhere in 2024, so it makes the most sense to just move it all there. Click here to join our discord server Best Regards, Ueda
    5 points
  4. Dear Ninja, With most of our community activity taking place in Discord in recent years, on top of an onslaught of spam bots on the forum these days, we've decided to move all community activities to our Discord server. For years now, we've been slowly transitioning to it as the way we communicate with our players. It's become the default mode of communication for gamers everywhere in 2024, so it makes the most sense to just move it all there. Click here to join our discord server Best Regards, Ueda
    5 points
  5. this is a joke how many players fishing instead of go out and make dz crowded. players really changing thier outfit to look like a fisherman.. Sadge This is not the harass i'm searching. y'all jerking off afk fishing and only joining auto event to show your fishing pole in action i will put bounty on each fisherman in this game ngl
    3 points
  6. Good day folks, been a while since I've made a post on the forums, as it's been probably for a lot of you, some I know don't even visit the website except for the cash shop. I just wanted to spark a few questions towards @Ueda hoping we could hear a word regarding the state of the forums. A lot of us have been wondering, is the plan for the future now to deprecate these forums and move community discussion strictly to the Discord? A lot of parts of this site aren't optimized at all or not even working properly. Where are the forums going?
    2 points
  7. The death of forum activity has honestly hurt discussion revolving all the different aspects of Nin. Discord is much more chaotic and messages sent there are much more reactionary rather than thought out (in my opinion). I miss the glory days of these forums being active
    2 points
  8. A nice relaxing visit to the bar after a successful summoning...
    2 points
  9. Hidden in the depths of the sewers.. The Cult gathers to summon their most vile abomination yet.......
    2 points
  10. Hello guys. I know most prices are already established in the game amongst the higher-level players, however, I feel like the low-level's deserve a fair chance too. As such, I'm posting a list with the market prices of each item. If they do not sell on the market, I will just insert their value when sold in any village store. (If anything is wrong with the list, notify me by PMing me on discord or just correct me on this post itself.) You should, naturally, feel free to add in on all the things that I have personally forgotten the prices of, such as the Tunneler's tongues. I mean, come on... They only thing I farm nowadays is wolf fur, lol. Thank you! Without further ado, here are the lists: Items with no market price: Cocoon (14-09-2020) 1 ryo each Spider Eggs (14-09-2020) 2 ryo each Scorpion Tail (14-09-2020) 2 ryo each Ant Feelers (14-09-2020) 2 ryo each Dragonfly Wings (14-09-2020) 2 ryo each Canine Fang (14-09-2020) 3 ryo each Honey Comb (14-09-2020) 3 ryo each Fox Fur (14-09-2020) 3 ryo each Tiger Fur (14-09-2020) 4 ryo each Scarab Shells (14-09-2020) 4 ryo each Rat Tails (14-09-2020) 5 ryo each Tunneler's Tongue (14-09-2020) 5 ryo each Big Scarab Shells (14-09-2020) 5 ryo each Insect Wing (14-09-2020) 5 ryo each Undead Charm (14-09-2020) 5 ryo each Bear Paw (14-09-2020) 6 ryo each Grey Bear Paw (14-09-2020) 7 ryo each Hawk Talon (14-09-2020) 7 ryo each Items with market prices: Snake Venom (14-09-2020) 15-20 ryo each DNA Sample (14-09-2020) 55-75 ryo each Wolf Fur (14-09-2020) 50-100 ryo each Racoon Tails (14-09-2020) 80-100 ryo each Hawk Feather (14-09-2020) 250-350 ryo each Blank Scroll (14-09-2020) 250-300 ryo each Tier I scroll (14-09-2020) 500 ryo each Tier II scroll (14-09-2020) 1,000 ryo each Tier III scroll (14-09-2020) 1,500-2,000 ryo each Rare drops (market prices): Cigarette (14-09-2020) 1,000-2,000 ryo each Gas Mask (14-09-2020) 1,500-2,000 ryo each Seji no Hani (14-09-2020) 2,000-2,500 ryo each Poison-Laced Kunai (14-09-2020) 2,500-3,500 ryo each Twin fangs (14-09-2020) 3,000-4,000 ryo each Religious Katana (14-09-2020) 3,000-4,000 ryo each Black fan (14-09-2020) 3,000-6,000 ryo each Snake Rope Belt (14-09-2020) 4,000-6,000 ryo each Veiled Sakkat (14-09-2020) 4,500-7,500 ryo each Red Scarf (14-09-2020) 7,000-15,000 ryo each Great Grandfather's Muramasa (Usually just sold to the shop for 7,500 ryo) (14-09-2020) 8,000-9,000 ryo each Arms Bandages (14-09-2020) 20,000-30,000 ryo each Gloves Knuckle (14-09-2020) 20,000-40,000 ryo each Shirokata (14-09-2020) 40,000+ ryo each Dark Bandit Blade (14-09-2020) 50,000+ ryo each Ragged Bandit Pants (14-09-2020) 60,000+ ryo each Oriental Fan (14-09-2020) 80,000+ ryo each Tonfa (14-09-2020) 90,000-120,000 ryo each Blood Katana (14-09-2020) Picture: TBA 120,000-150,000 ryo each Kotsuzui Tanto (14-09-2020) 200,000+ ryo each Blood Tonfa (14-09-2020) 250,000-350,000 ryo each Festival Items: Black Dragon Festival Mask Price: TBA Red Dragon Festival Mask Price: TBA Event HQ Items: Stylish Sword (14-09-2020) 6,000-10,000 ryo each (Un)Hooded Robes (Various Colors) (14-09-2020) 6,000-10,000 ryo each Hermit Forehead Protector (14-09-2020) 6,000-10,000 ryo each Sashed Kimono (Various Colors) (14-09-2020) / 15,000-20,000 ryo each Limited-Time Tradable Cash Stop Items: Purple War Armor (14-09-2020) 4,000-6,000 ryo each Gold Furred Armor (14-09-2020) 5,000-10,000 ryo each White Hermit Cape (14-09-2020) 8,000-12,000 ryo each Ceramic War Armor (14-09-2020) 50,000-60,000 ryo each Date and time notation is written in European Format: "DD-MM-YYYY"
    2 points
  11. The Temari hairstyle, which I think is a very pretty hairstyle reminds us of a very important figure in the world of manga and anime alike, and even inspired websites such as 4chan and other chans around the web. Meet Yotsuba: Originally born with the same vibes from Azumanga-Daioh the previous 4 panel manga title from Kiyohiko Azuma, this time Azuma decides to give it the same feeling of Azumanga-Daioh and bring in the comedy slice of life feel to life with Yotsuba-to. In Yotsuba-to, you will notice the funny day to day life of a girl form the campside of Japan that is moving to a more urban enviroment, she is probably not like the kids form the city life. The manga still ongoing to this day with many fun adventures to read. The thing behind the 4 winged hair style is the sillyness and goofy situations that Yotsuba brings along with people around her, or by herself. Sadly there is no Yotsuba anime yet, but who knows one day it'll air somewhere hehe.
    1 point
  12. As someone with many different characters it would be nice to be able to use my house as a central hub for storage and spawning. To prevent abuse it could restrict the characters to sharing a faction with the owner. I think it would also help with the housing shortage that can happen since people wouldn't need to pay for multiple houses across their accounts.
    1 point
  13. This ain't cool. Haven't played in a while, come back and there's a 2 second delay on weapon swapping. This nerf really changed the way my character plays and not in a good way. It's a huge nerf to my character build and its not fun. I put thousands of hours into this character and now the character is nerfed, nigh unplayable. I have to remake now because the change is that bad. I would like a free mastery change at the least. Usually, there is no compensation for this type of thing and it effects a lot of peoples accounts/builds/time. Hoping to hear from @Ueda because you legit nerfed 3000 hours put in a character and now I have to remake because of it.
    1 point
  14. just logged in to spread the harass ringed on. i figured out that i can't do my thing and the fact Erox wiped the whole org god know why. aint fair.. life is never fair i paid the fking 300k to do my terms and everything can blow up. anyway i guess i will have to pay Rain next right? this is how nin works right?
    1 point
  15. Currently i am a missing ninja but i am willing to lend my extraordinary power to any of the 3 villages. Having me in your village is a benefit as my sheer power will scare other enemy villages and organizations away. So sand, mist and leaf, all the kages out there let me know. I am also willing to pay 10k ryo to any kage that is willing to let me play in there village. Kind regards, Your friendly neighborhood Nagamushi
    1 point
  16. Mail Hageshi and Sage both 50k ryo and you'll be allowed to sit on the benches at square.
    1 point
  17. Wm bubbles are unplayable I legit abandoned that char and made a new acc and not respending money on all the cs items I had on that char, ez fix
    1 point
  18. 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, Ueda
    1 point
  19. Hey all, Quit for various reasons and I'm no fan of gatekeeping so here is the video I made for TA a while back, enjoy and feel free to comment below what you think
    1 point
  20. Yes you heard it, Zeref8 and Sanss is Nagamushi. I'm sick of making new personas every new character i make so im just gonna go by Nagamushi now. This isn't the end of me.
    1 point
  21. I accomplished everything in this game for my legacy. Fought the hokage, defeated 2020 Kin, right hand man to Mizuki, trained by Ryuseken before his baguette arc, conqeured Takumi. Cya folks
    1 point
  22. Give me 20nin cred and I'll believe
    1 point
  23. The current akat gen showing non activity the same like the previous one. There are many players willing to get back and take a spot in one of the official org that they are wishing for. Nothing actually gonna be changed if TA (the higher skillcapped players in this game) will fight for this over and over in the next gens and win trades between thier trialists that eventually the lord Rain will always be the leadership. I think something is wrong if it's gonna be like that without any changes especially when this crew busy in other games and abandon nin activities. and just for the fun to describe how is it work in TA:
    1 point
  24. When there's love there's no hope, when there's hope there's no love. Never fool yourself the life is black and white you can't have both. Accept the true of the harass in this world and always be smiling like a champ.
    1 point
  25. https://voca.ro/1jvRVRyy7CpH
    1 point
  26. Become the Fish King so you can buy your spot back in Akatsuki along with me.
    1 point
  27. Man, this is amazing! Well done on the escort I love this RP.
    1 point
  28. There's always a lot of questions, or rather complaints, that come in the form of "How come X mastery can do this while Y mastery can do this". Eg. Why doesn't fire have any targeted jutsu, How come Gentle Fist has 100 CP cost and long cooldown on their main jutsu. This is going to be a short series explaining the design behind more unique masteries, or atleast the thought process when I designed them. Balancing Playstyles The idea behind each mastery being good at a different thing comes from classic table-top RPG archetypes. However, instead of building classes around Tanks, Supports, Damage classes. In the ninja world, every class is able to fight, but can also be built to be more tanky, or do more damage, or in some cases be built for utility. Eg. having a Earth Ninja that purely uses agility and chakra, standing behind his team mates in a group fight to quickly cast CCs for his team. Or having a fully attack medical ninja vs. having a fully support medical ninja or anything in between. While some of this is held back by meta, or by incompleteness in features. This is the vision™. We want each mastery to be different in not just how they fight, but how they are experienced on more fundamental levels, with each class having unique leveling experiences, focus in progression, and different improvements when they rank up and how they should traverse the world safely. Tools Ninja aka. Ten Ten Style The mastery is built with a different sustainability dynamic than other masteries. While Tools Ninja can only use their jutsu a limited amount of times before needing to restock up on tools, and become virtually useless when they don't have tools, Tools ninja jutsu cost half of what their non-tool ninja counter parts cost in terms of upfront Chakra Points. While a Fire mastery ninja would be able to last longer out of their village, a tool ninja who is well stocked can last twice as long in a single encounter without charging chakra if their stat distribution is done the same as their enemy. Their downtime would be much less, giving them more time to punish enemies who have ran out of chakra. At the cost of ryo, they get a more complete set of jutsu, being the only mastery that at full potential can utilize Stuns, AoEs and high damage potential. Like a Trapper in D&D, they can set up traps to prepare for fights ahead of time and will find their use more in situations like defending against incoming raids, and fights in the Forest of Death where they can hold their ground more. Traps will be increasingly useful as more possible scenarios are created in the game. In terms of game economy, they also serve the purpose of being ryo sinks where in-game currency is given an almost direct conversion into fighting power. As time goes on and there are more smaller villages in between to stock up on tools it may become more convenient, but for now, having your team members hold tools for you is one way to extend your usefulness without returning to villages. Sword Master Although a lot of people are going to like the idea of carrying around a sword, just because they look aesthetically pleasing. The overall design of the Sword Mastery play-style is based on giving players who love hunting gear in MMORPGs a class just for them! In Nin Online, gear are mostly cosmetic, because we don't want to force players to look a certain way in order to be PvP viable, or look a certain way to be optimally powerful. Looking how you want to look is a big part of giving people the ability to immerse themselves in their ninja identity and role play. The class is based around the way Suigetsu is going around the ninja world trying to collect all the swords of the 7 Swordsmen of the Mist, except on a larger scale, where you go around fighting different enemies to collect swords from all over the ninja world. Playing any hybrid of Sword Master with an elemental mastery will give you a hybrid of both, because having the best swords won't matter as much when only half your kit relies on it. As time goes on and more of the game is fleshed out, I hope to have hundreds of swords with unique abilities, so switching between them can be useful in different scenarios. There should be a good combination of swords you get in different ways. Ones which you can do by simply finishing missions. Ones where you have to hunt bosses for days or months, and when you get them, they are the rarest items in the game. Ones which you can just buy from a shop. Ones that you can only buy from a shop somewhere obscure. Ones that you can only earn from events like we did back in 2013 (and have honored till today. Only Shauri will ever hold a Tsuarigi sword as a player!) To be honest, the current state of Sword Master is something I'm quite unhappy with and am still hoping to distinguish their fighting style more. And... There's still a lot to be said regarding why things are a certain way, and if you have any questions, feel free to ask them and I'll answer them in the next development log!
    1 point
  29. Dear Ninja, First of all, I want to take some time to talk about the status of the beta phase. We really like it. We're almost done making Nin Me and Seth have been working hard enough to get things done, and slacked off enough to not get burnt out for the past 6 months and so after a good 6 months of hard work work.. without further ado.. The game world is basically complete as you can see, all we need to do is add some buildings and trees and what not and it'll be a full game I'm sure! Premium Masteries So we asked ourselves internally, what does a pancreas do exactly? We decided that it would be best to add new masteries for everyone, because 8 just wasn't doing it. Some of the ideas that we considered included Seals mastery, Genjutsu mastery and of course Puppet mastery. So presenting to you... Uchiha Mastery The mastery of Itachijutsu, Uchiha Mastery makes you a Itachi, a prodigy of the Leaf Village's Uchiha Clan, who became an international criminal after murdering his entire clan, sparing only his younger brother, Sasuke. Itachi-nin can learn jutsus such as Sharingan and Raven Fireball Technique. Scorpion Mastery Scorpion Mastery is the specialization of clawjutsu, it transforms you into a Scorpion and you get a variety of customization options for your scorpion-nin. I'm sure you guys will have a lot of questions, especially "why is there no red option?" We initially included a red scorpion option, but we eventually decided to remove it because it looked too much like a lobster. Which brings us to the final mastery! Lobster Mastery Unlike Scorpion Mastery, however, Lobster Mastery does not have customization, as we firmly believe that lobsters should remain red. Paid Masteries As we've hinted in the title of this development log, these masteries will be Cash Shop purchases. We've yet to set a price to unlock them, but we're looking at a subscription model. Thank you for taking your time to read this! Please leave us your feedback. Regards, Rory
    1 point
  30. What i dont see is Sexual acts with Pinku 500 ryo Pinku Blessings 1.5k ryo Selfie with Pinku 700 ryo. Sparring with Pinku 2.8k ryo disgrace to the community! ....jk c:
    1 point
  31. I agree that cosmetic items and weapons should stay as liquid, not really a huge supply demand for it. Niti's original post is describing monster loot, and should be limited to that. (maybe rare swords should be added)
    1 point
  32. I think the cost of ceramic armor/gold armor and exclusives overall is completely subjective and shouldn't be given a stagnant price.
    1 point
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