Ueda

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Everything posted by Ueda

  1. Long time no see!
  2. NMV as in Nin Music Video! haha! Good work @Marino
  3. Added "Sand Village Spa" Map Added Statues in the Sand village graveyard Added large building (no use at the moment) top right of Sand village Added Kazecola, Sand Up, Sand Symbol advertisement boards around the village Added some more details to Sand village map Added "Sand Style Relaxation!" Missions
  4. Temporary fix - Daily reset scrolls didn't work previously, but it's temporary fixed but it only resets you to having 2 more dailies, not 3. Proper fix will come in the coming days or weeks. Fixed Hawk Summoning Contract not working for Sand Missing Ninja.
  5. I can tell you what the gameplay is like by design and how you're encouraged to play by the games design. I can't force every single player to play it the way it was designed. We can do just that, encourage and continue adding content based on the games design. You can make blank statements like everyone just grinds whatever. But you know that's not true. Nobody ever has a plain grinding experience all the time in Nin. People's missions are designed to place you in situations you will encounter enemies. Etc. If you abandon all your missions and decide to grind all the time because all you want is the highest experience mission then it's something that can be balanced to an extent but not completely avoided. Some people just prefer the experience of mindlessly grinding for hours. But don't act like it's by design that you're encouraged to do that. Nothing in the game asks you to hurry up and grind to max level. That's on your own voilition. Also, it doesn't need a lot of thinking to understand why daily missions are not selectable. It's partly explained in the OP, and the rest of it is just that players will always choose the path of least resistance which is the easiest mission with the highest rewards. But by randomizing it, it varies the challenge level and reward level which is something I believe is good. If players had the choice, Nin online would be Docs online. Said a million times before too, but dailies are not a replacement for storyline missions. And when I do get time to work on content like story missions, I do them for the lower levels like the Toad Arc and all the < 10 content. Adding more dailies doesn't replace proper uniquely written story missions and is not intended to do that. Those you will have the choice to do if and when you want to. Also, if you are playing in a time of day where there are less players and hence less enemies online to interrupt your dailies and make your daily experience more varied, then I recommend you try logging in during peak hours where you'll definitely not be able to finish your dailies without encountering other players.
  6. Hey Ninja, Back again with another dev log. This time I just want to talk about some reasons why sometimes I add content which are for a limited level range. Right now mainly two bosses that you can only fight within the level range 20-30 and 30-40. To understand why such content is required, we have to talk about the design of the game, and the core of what is fun in an MMORPG. First of all, when I approach the design of Nin Online, I don't think about training from Levels 1-50 (or the new level cap when you're reading this!) as a requirement/procedure to get to the fun bit. One intention behind the design of leveling up from 1-50 is to provide players with a story to tell about their character, how they got to their power. A story to tell Think about the difference between playing Nin Online and playing an arena based game where you jump in on a level playing field, eg. Shinobi Striker. If you play Nin Online, you character starts off as an Academy Student, starts doing menial tasks for the village, eventually grows and discovers his first elemental chakra nature, or that he's gifted in Taijutsu or Medical Ninjutsu. He does a few missions that require him to team up with a group of 3 ninja and work under a Chunin/Jonin instructor. He makes friends along the way, and when he's killed a billion times in this leveling journey, he makes enemies too. Hopefully he's made more friends than enemies, that can help, and he's found some sort of purpose. It feels good to overcome obstacles Jumping into a game in an even playing field is fun when you want a purely competitive, fair experience. Nin Online doesn't strive to be that. It's tries to be a breathing world where if you've invested time into training in the game, you have a competitive age. Ie. It's an RPG. In any RPG, you start off feeling weak and it feels good to gain powers along the way. The feeling people get when they start off weak and eventually start being able to fend for themselves, and then further improve and can own people or hold their grounds against the best is a priceless feeling. But it takes time investment, and Nin Online aims to be a game for the people who have time to play the game, not sell out to the casuals who complain about not being able to get everything they want by pointing at it. If things are rare, it's worth more Simply put, if everything is obtainable by everyone all the time, then nothing is worth anything and those items are only worth whatever their stats are. There's items people don't need but have spent months in gaining because they want them. When they finally do gain it, it's worth a lot. Why did they want it? because it had value. RNG makes life more exciting If everything is set to for example, if you've killed 1000 wolves and it doesn't drop your sword, it will just give you your sword, then everyone knows the value of the item is only 1000 wolves, it feels cheapened, you didn't really hit a jackpot, the game took pity on you and gave you what you wanted. There is still a place for content that you can surely get as long as you try. For example, items that are bought with Ryo, items that are crafted with fixed amounts of more common items that can be bought with ryo or hunted. Items that are attached to finishing hard missions. But RNG items will always have to exist in some form for those who are willing to invest the time to get that +1 item. Spontaneous Experience In hours of straight play, your time in Nin Online should not be doing a single thing. Here's how it could play out vs. how it should. Log in -> Grind for 10 hours -> log out -> sleep -> login again tomorrow and repeat vs. Log in -> Take on a mission that requires you to enter an enemy village -> get interrupted by enemies and fail -> rest your Battle Injuries off while socializing in your village -> your village is spontaneously raided -> you escape narrowly and hide somewhere while stronger ninja battle it out -> you attempt your mission again and succeed -> you take your second daily mission which is to chill in the sauna -> you chill awhile and get rewarded while doing it -> you take your last mission and it's not very good so you choose to discard it (better luck tomorrow) -> since you're out of dailies, you go grind for awhile but you bump into people who ask you if you can accompany them on their mission -> you take a spontaneous journey to an enemy village -> you bump into enemy ninja with bounty -> you kill them and gain some bounty rewards -> you send off your new friend and you go get your bounty reward -> you reached a new level tier and you've unlocked fighting a boss -> you find a team of similar leveled ninja you've never met before and go try to finish that boss -> it's difficult but you do it after a few attempts -> you're lucky and it drops a rare RNG item -> you argue with your team about who gets it -> you log off with the item and feel great that you earned something rare today at the expense that your village ninja now know you're a bit of a jerk -> log out -> sleep -> you login again and get a different mission and now your village is on the verge of exiling you and nobody wants to team with you Back to level-limited content That's some of the things you have to understand about the core philosophy for the hardcore nature of Nin Online and why we don't have everything just at the end game. 1. Encouraging taking your time If you can do everything at 50, then leveling is a process of unlocking things you can do. There's no reason to take your time because your goal instantly becomes to do whatever is easiest to get to 50 so that you can do all the "fun things". But then you realize that you've already missed half the 98% of the fun by grinding all the way as fast as you could. 2. We want people to experience different things at different points in their ninja journey 1-10 should feel different from 11-20, which should feel very different from 40-50. Even if just visually, you should feel like you've doing more impressive feats, and you should feel like you've gained power, and your jutsu should feel stronger. To reflect this, bosses should feel like they're getting even more challenging. 3. Challenge. If bosses were available at any point pass the level requirement and not limited, people wouldn't do it at the level requirement if they found it a challenge. They would stick to grinding weak unchallenging mobs and procrastinate getting those bosses killed till when the bosses were no longer a challenge, and then it wouldn't have been fun doing it. But that's what the game encouraged them to do - they would've been stupid not to have done that. Currently, those bosses are designed to be a challenge at the level range it is set, once you're past it, it's going to be a face roll. 4. Similar point, but if the easy way is to just continue grinding or logging out and doing dailies everyday. Your experience is narrow, there's no variety. Ideally, in Nin Online, things should happen spontaneously, things should vary in your hours of playing. You should unlock new things and be encouraged to go try those things immediately. I hope this explains why things are how they are, it's really hard to explain when there's only two things that are this way. But eventually when there's more content in this manner, it will become more evident this creates a more well-rounded, varied experience over the course of your time playing.
  7. Fixed Barrier Tag description
  8. Fixed a bug causing Kiritomo to drop Black Long Sleeved Shirts
  9. Zabuto in Cursed Laboratory just got a lot more useful.
  10. Fixed Sasayaki Clan House Music Fixed Sasayaki Clan House being a Danger Zone Fixed Toitsu Clan House wall issue
  11. Leaf village Council Elections Registration If you want to be a candidate for the council, please reply to this post with the account you want to register with. The account has to contain atleast 10,000 ryo and will be deducted as payment for registration. Must be a Leaf ninja of atleast Chunin rank. The registration will end on 30th April 12PM EST. Do not attempt to register if you do not meet the requirements or you will be punished.
  12. Nerfed Mission XP from Docs by 20% Buffed Mission XP from Spying by 20%
  13. Added Tendo Clan House Added Toitsu Clan House All Clan Houses added! Fixed Blood Pill Description
  14. Added Ukiyo Clan House (WIP)
  15. Added Sashiba Clan House (WIP)
  16. Added Sasayaki Clan House (WIP)
  17. Not going to write a full dev log for this update. But basically, if you don't know already, Fan weapons got a huge update, they now shoot ranged projectiles instead of normal melee attacks. This has been planned for a long time, and the goal is to make Fan ninja feel like a ranged class rather than just another kind of WM. This feature also allows us to make guns basically. We could have a weapon that shoots bullets. Which I really wanted to do for the Christmas event (so you could shoot zombies) but we didn't have the feature out in time. Ah well, maybe we can shoot something else this Halloween. There's more to come in the future in terms of what each fan can do, right now all the fan attacks are very general basic wind projectiles, but we've coded a very broad feature which will allow us to use weapons to cast jutsu on attack, which we can use for more than just fans. But for the most part, it will be quite a unique thing. Don't expect swords to ever shoot anything. It's a Fan thing. Eventually, I hope to implement elemental fans like the Bashōsen (https://naruto.fandom.com/wiki/Bashōsen) But not exactly like that, more like for example a Fire fan that contains elemental chakra stored within it, giving you a basic fire tornado projectile for example. So Fan ninja will be able to explore having burns for example. Even for non-elemental fans, we'll still be reworking their normal projectiles once we have a better idea of where to go from here in terms of Fan balance. Hopefully this piques the interest for Fans and Sands a little more and hey - maybe you're a bit of a fan of mine now. ay.
  18. Rebalanced the uniqueness of each fan
  19. Fans are no longer normal melee attacks. Attacking with fans now cast different kinds of projectiles!
  20. was just wondering where you've been Orcnan
  21. Reverted previous bug fix for Preliminaries Arena. Added manual exit. Added manual exit for Leaf village finals arena.
  22. All maps linking Mist village to the rest of the game world has been completed! (not yet accessible) Fixed Teal Robe description
  23. Thank you Also, this is what the pitch of the game was. Basically, Nin Online!
  24. The idea for Asoki Village dates back to 2006, or possibly earlier. Back when I was a 13 year old kid, I made an attempt at a game called "Hidden Villages Online" it was essentially the same idea as Nin Online, but I was new to game development for the most part and wasn't able to make it anywhere as quality as Nin Online is today. Hidden Villages Online actually saw multiple test releases where perhaps less than a hundred people ever tried it. But it was a good learning experience as a kid, and it helped me make Nin Online what it is today. In Hidden Villages Online, you started at Asoki Village, which was a small village, and that was where everyone was born. There was no Leaf village or Sand village, just Asoki Village. 13 years later, here is Asoki Port village, slightly different names, slightly better mapping. I tried to recreate it how my kid self would've wanted it. I hope everyone likes it! There's only ducks here, but there's going to be Mission NPCs and shops soon. Regards, Ueda
  25. Added Mountain Sea Path II Added Asoki Port Village Nostalgic Music added Added 2 tracks that were made for Nin during Alpha but were removed Added 2 tracks that were made for an old Bleach project but were donated to 2008 Nin Online by the creator.