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Everything posted by Ueda
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Thing is right there you're talking about multiple separate issues. None of it is just "lag".
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We're profiling the server to figure out what is causing the server to lag for players. From what we can tell, the process of loops where projectiles are processed is sometimes taking a long time to process. Which may cause up to 0.5s delays on some other processes. Theres also a bunch of changes on how the client draws certain things which may accentuate how bad things feel when there's lag. We're actively working on making things more performant and seek your understanding. That being said, I'll host the old server and client alongside the current one for awhile for people to experience what that actually is like in a couple of days. Things are often looked back at with cherry tinted goggles.
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Gentle Fist Balance Changes Mountain Crusher Technique now has a 0.5s End Cast time on all ranks. Revolving Heavens Technique End Cast time reduced from 1.0s to 0.5s on all ranks.
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I love this! I've never considered the "prestige" thing and displaying it on the UI. That's really cool. We have a lot to work on at the moment, but we'll definitely consider this in the future.
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This is a problem that would've always happened if the server lagged in a certain way (projectile calculations/position loop), but has been made apparent with smooth animations. We'll get to addressing what's causing it soon.
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The current organization system is only meant to facilitate official organizations that will have stuff like unique equipment, unique jutsu. In the future, we will be working on a guild system that lets players control every aspect of it, and anyone can make one. Players will be able to level up the guild and unlock more things like guild emblem, guild size, guild storages etc.
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Missing Ninja locked him up there because he would occasionally wander into the places they wanted to spar in because he wanted hugs and love. He died of a broken heart after 2 years of neglect. RIP Doggo
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Gentle Fist Balance Changes Palm Bottom Technique Knockback increased from 1 tile to 2 tiles. Palm Bottom Technique no longer stuns. Palm Bottom Technique now silences enemies for 0.5s. Palm Bottom Technique Cooldown Increased from 9/9/8 to 11/11/10. Palm Bottom Technique damage reduced from 20/24/28 to 22/23/23. Vacuum Palm Technique Base Damage increased from 24/24/26 to 28/28/29. Vacuum Palm Technique Speed Increased by 20% (150 to 125). Vacuum Palm Technique Range Increased from 5 tiles to 6 tiles. Mountain Crusher Technique Knockback Increased from 2 tiles to 4 tiles. Mountain Crusher Technique Range increased from 2 tiles to 3 tiles. Mountain Crusher Technique now silences enemy for 0.5s. Mountain Crusher Technique damage reduced from 35/37/37 to 32/33/33. Revolving Heavens Technique damage increased from 14/14/15 to 21/21/22. Weapon Master (Sword) Balance Changes Risky Blade Dance no longer interrupt casts. Risky Blade Dance Technique now has a 0.5s end cast time. Crescent Moon Beheading Technique cast time reduced from 2s to 1s. Crescent Moon Beheading Technique damage reduced from 41/41/42 to 29/29/30. Blade Piercing Technique damage reduced from 32/32/33 to 29/29/30. Risky Blade Dance Technique damage increased from 28/28/29 to 32/32/33. Wild Slashes Range increased from 3 tiles to 4 tiles. Shockwave Slash Technique Speed Increased 20% (100 to 80). Shockwave Slash Technique Cooldown reduced from 16/16/16 to 15/15/15. Medical Ninja Balance Changes Increased Poison Scalpel Technique Cooldown from 6/6/5 to 8/8/7. Reduced Poison Cloud Technique Cooldown from 20/20/18 to 16/16/15. Antibodies Activation End Cast reduced from 4/4/3s to 2/2/2s. Antibodies Activation Fortitude buff changed from 15/20/25 to 18/20/22. Antibodies Activation duration increased from 25/25/30 to 40/40/45. Taijutsu Balance Changes Seismic Dash Technique damage reduced from 18/18/20 to 18/18/19. Breaking Kick Technique damage reduced from 25/25/27 to 22/22/23. Youthful Spring Technique Agility Buff changed from 25/30/35% to 26/28/30%. Youthful Spring Technique Movement Bonus changed from 50/100/150 to 100/110/120. Youthful Spring Technique no longer boosts weapon speed. Morning Peacock Technique damage reduced from 44/44/45 to 40/40/41. Whirlwind Kick Technique reduced damage from 43/45/45 to 34/35/35.
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Game file size optimizations Switched to using .ogg SFX files & compressed music, reducing game size by over 50% (600mb -> 290mb) Players now spawn at entrance of house when they logout in a house This also applies to any instances in general, if a player enters an instance, their last location is saved and if the instance no longer exists, they will return there. Added functionality for ninja to only be able to buy house from their own villages We have to set this up manually on the server next. Players who already own houses in enemy villages will no longer be able to pay rent for that house and will lose the ownership in time. /ignore is no longer case-sensitive A long running problem was when players used /ignore to block someone, it saved it on the server with the case/capital letters used in the command eg. /ignore DoGe would save as DoGe and so trying to unblock doge/doGe/Doge would not work. Added confirmation prompt when double-clicking to buy an item Players have long complained that they accidentally buy things while just browsing the shop. This will prevent accidental purchases. Queued Player & NPC Movement Animations (Reverted) To make visuals smoother even when there is lag Also fixed an issue causing NPCs to skip forward a tile visually when it lagged. Fixed setting players as co-owners/banned/regular guests Would update for everyone on the house guest list instead of the selected guest. This was actually just a visual bug, but was confusing. Others Optimized cursors (Better FPS for all) Fixes to Mailbox System (yet to roll out) Fixed knockbacks not moving the character visually when it was performed by a character moving diagonally.
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Installer wont launch, cant download the game.
Ueda replied to topic's Captain Cuba in Community Help
Hey there! Welcome. What browser are you using? This might help https://www.windowscentral.com/how-download-blocked-files-smartscreen-filter-microsoft-edge -
Fixed AoE Weapon Hitboxes (eg. Adamantine Staff) Fixed some spelling server mistakes. Melee Attacks are no longer hardcoded and then fixed regression in non-weapon melee hitbox caused by this change. Fixed Great Bubble Shark Technique visuals and hitbox (Admin Only) Added in-game shutdown command.
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Added Clamshell Robe for Mist (& Mist Missing) Ninja, now selling in Mist Village Clothing shop. Art by @Fuze thank you! Fixed bug with Blue Furred Armor giving +1 Strength and having wrong description. Renamed "Mist Clothing Shop" to "Mist Village Clothing Shop".
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Mailbox System This isn't activated for player use yet, but we've added a new mailbox feature where we can send items to players when their inventory is full, for events etc. An example of usage for this will be that when players house rent ends, we'll collect their furniture and mail it to them. Other uses would be for debugging players or distributing items for events (eg. Free stat reset day~) This will come a bit later, but we also intend to let players send items to each other for a Ryo (in-game currency) fee/tax. Knockback System Rework Can no longer control knockback directions by changing own direction for projectiles Slight knockback animations so players can track targets better visually. Also optimized and cleaned up the code a lot. I understand that this will rustle some feathers. Although it's a bug fix, players have built a meta game around this bug and fixing it was a decision that I had to take serious consideration about. It was a bug that introduced some level of complexity to combat, but it was also very hard to balance around. We'll have to make some balance changes in the coming days, and we're open to feedback. Added warning when dropping an item in an instanced map Players were thinking they could transfer items in instanced maps. Added new feature to our universal control prompts (Esc to cancel). Added text wrapping to new UI system, used for improving text rendering on confirmation prompts for now. (Admin only) Dummy logged in players now can be attacked (Admin only) Added command for us to broadcast messages to specific villages Fixed Projectile Max Range rendering (they were disappearing too late). Fixed players being unable to Right click -> Report concealed ninja. Fixed world maps in village displaying general world map rather than village specific maps. Fixed players getting stuck when using a buff (eg. Substitution Technique) right after changing maps. Fixed 2 misc. obscure client crashes due to null values. Fixed players being able to get knocked back into player house walls and solid furniture.
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Suggestion: Correcting Teleportation and Exile Abuseable Features
Ueda replied to question's Shang Chi in Suggestions (Old)
We will be adding a cooldown to exile/pardoning and we'll be preventing the houses from kicking players back to hospitals, it'll return them to the entrance they entered from soon. -
This is allowed within the confines of their limited powers (unfortunately). There is a way to fight back, that's by becoming a Missing Ninja. Also, if they exile people for no reason, they lose out naturally by thinning their ranks. (Unfortunately) is used because this is a side effect of giving players the ability to get into positions of power that allow them the freedom to affect the gameplay of others. While it sucks that it exists, it also sucks if it doesn't.
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We're focusing on making sure the Housing system is as stable and battle-tested as possible before further extending it. This is a cool idea, we were thinking of doing a generic storage. But I think a piggy bank would be cute too.
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Creating entire masteries for 1 player at a time is totally not feasible (at least not at the moment) for us.
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We'll probably add daily login stuff eventually. I don't think it's something we should focus on right now though. Thanks for the suggestion!
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This belongs in the issue tracker
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This belongs on our issue tracker
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I also said to suggestions temporary solutions. We can do 2. Any suggestions on what it would be?
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https://docs.google.com/document/d/1-wwBCX4FdMBHCF5joQkczvBR1N1hx_Xjynyc2Clt2BQ/edit?usp=sharing Made a Docs
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It'll take awhile as it's we've got a bit more priorities at the moment. We'll be moving in completely in-game with added features like Organization Levels etc. so when it is back it'll be back better. If you have temporary measure suggestions we can consider it.
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Sorry, it doesn't really matter what anyone thinks about oAuth logins. This is what we'll be using simply because "OAuth 2.0 is the industry-standard protocol for authorization." It's more secure, allows players to use 2FA, allows players to use password managers through their web browsers if they want and doesn't require anyone to remember passwords. It also allows us to continue to add Social Media login integrations without any added development costs.
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