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Everything posted by Ueda
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I believe at this point, people are confusing client side lag vs. server lag. The server has been experiencing some periods where delay is especially bad. We'll look into it on monday.
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Moved this to it's own dedicated discussion thread, will try to do this in the future! Added Emojis, did more optimizations and made mobile navigation possible again.
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Dear Ninja, Over the last couple of days, along with a major engine update that you can learn about in our patch notes, I've been upgrading the forum community software to the latest version of Invision Community. This brought about a bunch of new features for us to use. New Features There's all new Ranks on the forum used to display the seniority of members active in the forum community as well as Badges that are like forum missions. Ranks progress linearly based on content count (Topics, Posts, Status Updates etc.) Badges are earned by completing achievements, or can also be given out manually by Game Masters and Staff in the future for competitions (eg. Winning a Best Dress Contest) As an example, click here to view my Ranks & Badges. Gold & Silver Ninja can continue to upload profile songs. But with even more customization options! You now have the option to upload up to 3 songs that will play back to back. You can also change the accent color of the music player and choose whether or not it auto-plays when people visit your profile. While the new Corporation System replaces Official Organizations in-game and a separate guild system will be added later to replace Player Organizations in-game, we've also added a new way for players to congregate and organize themselves. Introducing the new Clubs system, which comes with a whole host of features that I haven't even explored fully myself. This is a completely forum grouping system for players to subscribe to groups where they can have private group discussions, or disseminate news to everyone. An example of this would be to create a Club for players who like to Spar in a specific location at a specific time, getting this information out there so new members can join your activity. With the new upgrade to Cloud-based player saves in the last update, it is now possible for us to use data online to create cool features like the Leaderboards. We can also display things like Server Blessing status, who blessed it, in the future, all on the web or even on Discord. We will also be able to do cool things like display the player's character on the web some day in the future. For the time being, we've used this to create a real-time web leaderboard that you can access here. There's a lot more small changes such as a new layout for the homepage with news (finally) displaying with it's full content. But these are largely design changes. So last and not least, my favorite part of this forum upgrade... Styling Overhaul I've finally sat down to spend the last 2 days upgrading the forum skin, layouts and stylings to be a lot more professional and modern. The old look served us well over the last 2 years, but it was due for an upgrade, and one to match a lot of the new design language we've established for our branding. There's a lot of care put into making sure the design stayed familiar enough to the old one, while making it look fresh and fixing a lot of the annoyances I had with the last one. I also generally went darker with the site, so that it's a lot more like a dark mode site. As of this moment, it's a little troublesome to maintain two versions of the forum styling, and a lot of the post content to date has been designed for white layouts, so it's in our best interest to keep the content background white. Emoji We now support usage of Web Standard (Twitter Style) Emoji, along with the custom ones we've always had. If you input ":" into the textbox and type, it will bring up suggestions! Optimization I can confirm that Invision Community's latest version is loading quicker than ever. Along with that, I've upgraded some of the underlying web technologies that we use. Nin Online's forum launched in 2013... so we were running on very legacy MySQL settings. As of now, it should start running a lot faster than before. Conclusion I hope the Nin Online forum will remain a nice place for players to have discussions about Nin Online or just chill and meet friends. While it is true that most of our audience is now on Discord, I also think that the permanence of discussions in our forum has it's use case and appeal. We want to keep suggestions for example, on a platform where we can neatly refer, rank and remember them for a long time. Also, every player of Nin Online is automatically a member of the forum, so that's a big plus! We hope you like it. Regards, Ueda To discuss this announcement, click on our discussion thread below.
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Buff Blood Iron Fan - same as 40lvl Fan (Needs Buff)
Ueda replied to question's Etsu in Suggestions (Old)
The descriptions were outdated. Oriental fan was actually 2.5s speed. Blood Iron fan was actually 2.2s speed. I've also given Blood Iron Fan +1 STR and 25 Base Damage to make a more attractive switch over for a player who gets it. Items like Blood Iron Fan need to be designed to not just be completely better, but different and better in some ways. They can't be straight out upgrades. Ultra rares like that should only give a slight advantage as we don't want them to be necessary for high level pvp. -
It's a cool idea, not currently doable with our features though, so would have to be programmed.
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We'll look into how we can improve it.
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- gameresolution
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Personally, we're encouraging activity, and you're participating. I don't mind, plus you create opportunity for discussions.
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Set your FPS cap to 100, it should help
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Roughly what FPS are you getting?
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If you find it working well for you, there's no problem!
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Check out how title displays next to my name now
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Thanks! Yeah, I've been working through the weekend to get the forum in tip top shape. It's been a neglected space for awhile.
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Very nice! I really enjoy stories like this, keep it up. I do think some of the awkward pauses could be tightened up in edit, but other than that, solid video.
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Fair analysis. I can't say that I'm always working hard, but I have to say that when I'm not taking a break to play a new game release like Cyberpunk in November last year (that was my last break longer than a couple of days), I'm usually working 8-18 hour days. A lot of what I've been doing is also invisible to the player base, but I've been actively writing documentation about all the work I do for Nin Online, and training material for people to take over work I do. With regards to bugs, we have a lot of bugs that are known. Some are really obscure. Some are hard to replicate, others are hard to fix. We're constantly fixing bugs, and we definitely have a lot less bugs now than a year ago, and a year before that and I think I have a very good grasp on what bugs are most important at any point of time. A lot of the bugs that affect individuals on a very personal level like Slugs not healing, don't take precedence over bugs that completely make some individuals unable to play at all or bugs that are en masse affecting everyone. Here's some bugs squished in the last update and why they were important Replaced client fonts. -This was done because Brazil server needed a font that could display latin characters, it affected an entire server of hundreds of players daily not being able to speak in the language they do. Improved Map Loading times by improving process and using better compression method. -Some players, primarily the ones who with slower connections, were experiencing very long map load times and would have a hard time playing the game on the new client, and possibly quit knowing that this was the only option since we deprecated the old client. Fixed jerky movement present on the Inochi client by rewriting movement client-side to use Linear Interpolation and time instead of pixel-by-pixel movement. -Affected everyone across the board, we received complaints about this every day the client was deprecated on the brazil server. So we wanted to fix this asap. Fixed Blurry Textures after Zooming Bug -Easy to fix, a few lines of code, but also one of the most common complaints about the new client. Possibly fixed the Client bug known as "After Images" -Bug that's existed since perhaps 2016-ish, and we finally got around to fixing while rewriting other code we were working on. Fixed some issues causing the new client to not work on some computers, related to outdated libraries and rare crashes, based on player crash reports. -Crashes are always important because they are the most frustrating kind of bug. Not even being able to play is even worse. Fixed a bug where Jutsu with cooldowns less then 1 second wouldn't be correctly processed -A very low level bug that was causing inconsistency and unresponsiveness when it comes to combat. Fix to Slow Cast Jutsu making walking move players backwards -Another long standing bug since introducing slow-cast, finally we have such little major issues that we can focus on stuff like this. Been reported for years. Fixed an exploitable bug where two trades could be opened at once -This was game breaking because it could be exploited to trick people into trading you items. Fixed a lot of issues where the Client would disconnect from the server unexpectedly. -Similar to crashing, randomly disconnecting is bad. Fixed an issue with resizing your client making the cursor invisible on the title bar of the game. -This was important for the temporary corps menu. A lot of these were chosen to be focused on at this very moment because they were integral to deprecating the old client smoothly, while others have been long standing issues people have experienced. We don't ignore bugs because we want to, but we definitely have a back log. We just have so many that what seems important to select players, we don't have the liberty of time to focus on. A lot of bugs were very hard to debug in Visual Basic 6. A lot of bugs were troublesome to fix twice with two clients to handle, so we were only fixing it on the new client. For example, pipe bubbles only coming out every alternate hit was a long standing bug, but we could only fix it on the new client. Definitely being in C# .NET now helps a lot as we finally have proper debugging tools.
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Also, the some reasons we use oAuth for logins is oAuth is the modern standard for login systems It means we don't have to liaise with MySQL for logins It's infinitely more secure People can use 2FA with logging in now. and Social media logins work again, and any future social media logins we add will instantly work Because oAuth authentication is mostly dealt with on Web APIs and client, we don't need a whole application to manage logins anymore. Because oAuth is a standard, it will continue to be supported and we don't have to keep updating our code to follow MySQL table schemas every time we want to update our forum software. Because we use the forum to authenticate the logins, we don't have to check for ban status, because being able to login means you're not banned, making login processing even simpler.
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Added decorations to Yagyu base (done by @Kaen Yagyu) Fixed players getting stuck in corp maps like Swords Chamber and Puppet Brigade maps.
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We'll take it into consideration. Thanks.
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Org system was reliant on our forum being outdated to be compatible with a forum plugin and our server directly interfacing with MySQL tables to get information. Current corps system is still in development, once it has proper in-game UI, it will be much more easily understandable. Old login system relied on having an authentication server application, which we deprecated in favor of moving everything to the game server itself. The old method of logging in is both completely impossible and also madly inferior in everything except people not liking to open browsers. Unfortunately, this is not our idea, this is the oAuth standard as provided by all the large web conglomerates coming together to decide on a web standard. We would embed it into the client itself, but that's no longer supported by Google. Login system can still be improved further, hopefully in the future allowing for players to authenticate certain characters once and never again (unless a password changes), and selecting from as many without entering any passwords. This is only possible with this oAuth login system. It is also more secure, allows players to use 2FA, Social Logins etc. Filter system remains, if you're the kind of player who needs to use the N word, f bombs etc. to enjoy an online game, you need to re-evaluate you life.
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Hi Tugboat, I checked your account, it seems like you racked up Bounty Value instead of Bounty Rewards. One is how much bounty you have on your head, the other is how much reward you can claim.
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HITSPARK