Ueda

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Everything posted by Ueda

  1. Fixed animation duration for poisons!
  2. Fixed bug with using /v if you escaped from prison and get pardoned.
  3. Don't worry about that. I've explained the legality a dozen times before. It's not a concern in the slightest bit. That being said, we have no intention of trying to compete with Bandai Namco's games on Steam etc. Bandai Namco would never publish a fan game like Nin Online. They have no interest in our non-existent profit margins. If they had interest in our game format and monetization, they would've made Nin Online with a small team years ago.
  4. This is a poll for people who are Non-medics, finding out - how much do you want a medic on your team in these scenarios.
  5. Medical Ninjas in the Naruto series are both some of our favorite characters and some of our most hated. On one end we have people hating on Sakura and Ino who's feats until the Great Ninja War seemed forced in there to give them some relevance, on the other hand you have Tsunade who everyone universally agrees is a bad ass because of her medical Ninjutsu feats. As I mentioned in the previous dev log. Not all Masteries are meant to be as good at PvP or PvE. Some Masteries trade these abilities greatly for utility. Some masteries trade long-term survivability for short term damage output. Nin Online's inspiration for what Medical Ninja should feel like comes from a bunch of different characters. Firstly, we have two sub-paths that we want players to balance between. Here's a list of characters that you should feel like as you go towards that path. Full support Medic - Rin Poison Attack Medic - Kabuto When you get combined Masteries, and advanced Masteries.. Full Support Medic (Advanced Medic /w CHK) - Tsunade level medical Ninjutsu Advanced Poison Ninjutsu (Advanced Medic /w INT) - Ibuse Medical and Taijutsu User (Medic + Taijutsu) - Tsunade In total this is 5 different modes of medics we want to balance for. There will be people who choose to take Medic + Water still, and it won't be that bad because you'd have limited amount of jutsu slots which you will fill up with not just Medic and Water jutsu, but also hidden jutsu, clan jutsu and summoning jutsu in the future. Full Support Medics are not supposed to feel as viable in combat as other ninja. Except when you use Chakra Scalpels. Essentially, you're supposed to feel like a one trick pony as a pure support medic, when it comes to damage output. You are the support of your team, and Chakra Scalpels should allow you to push out damage and defend yourself temporarily while your team is too preoccupied. So you are basically Rin. Poison Attack Medics are supposed to be less viable in combat than a typical class in terms of pure damage output, but relies on poisons to get an upper hand in extended fights, where you tire out the opponent. As of now, this and full support medics are a little far from its original design. Cursed Seals are artificial sage modes. It is when unnaturally implanted kinjutsu and senjutsu is granted to its user. I have a theory that it was originally intended for Sasuke to have gained what his affinity towards Hawks and a potentially scrapped Hawk sage mode to him early by orochimaru. Which explains why he gains Hawk-like features when he gained his Cursed Seal form (hawk eyes, wings and a beak like Mark on his face). This was probably scrapped in order for Jiraiya, Orochimaru and Tsunade to have the same Summons as Naruto, Sasuke and Sakura. All the Sound 4 have Summons and artificial sage modes where they gain marks, just like Naruto does when he enters sage mode. But as the game is inspired more by Naruto than Shippuden, this is what we're going for. Cursed Seals in Nin Online will be an optional addition instead of ordinary Summons and Sage Modes that will require you to leave your village and learn from an evil ninja. However, as this is very far off, and I know people love Cursed Seals and its a large part of the series, I include them as part of the attack medic's kit for now. But this is the full vision of what Cursed Seals will be eventually. Advanced Poison Ninja are based on Hanzo, Torune and some freaky Ninjutsu like Orochimaru. You will get deadlier poisons which do different things, slow your enemies, damage them, silence them etc. There were initially plans for poison immunities, but that has been scrapped because such easy hard counters are not fun. A medicine making system is planned for medical ninja to use ingredients to make pills which can then be sold or used by allies. In conclusion, while medical ninja are meant to be very different from what they currently are, and as time goes by, this will be what it becomes. In the meanwhile, I do want them to be as fun as possible and provide unique gameplay, like having cursed seals.
  6. You can now check your overall village score contribution towards Economy, Intel and Manpower from the Mission Assignment Desk. The contributions started recording on 17 January 2019.
  7. Dear Ninja, Maybe this is going to be a tradition, maybe not.. but since I did one for 2017. Let's keep it going! Our second year of service has gone by! It wasn't the smoothest year.. with unending crashes beginning in the middle of the year all the way to November. It feels sad knowing so much time was spent trying to fix it, and so many potential players turned off by the interrupted services. During the time, we continued working on content, at a slower pace, while spending a lot of time looking into fixing bugs. We learned a lot from this, and we're sure this won't happen again. If anything, it was a costly lesson, and I'm still very sorry for all the inconveniences caused. You can read about that dilemma here, Despite all this, and despite still being behind in the specific goals for 2018. We managed to achieve a lot in development during 2018. Unfortunately, sometimes we have to shift focus to more pressing matters and jump around to work on things that aren't what we initially planned for. But all I can say is that, what was planned to be released in 2018 is well under way. We started off the year by attempting (and deciding to keep) hiding player names by default, and only showing them when hovered on. We had a discussion with the community in late 2017 and most players were receptive of the idea as it promoted stealth, focus on player's avatars and recognizing people by their appearance instead of just a name. This was a great change and I love how much more immersive the game is from a simple tweak. We added Toad Mountain into the world and shortly after released the level 30 quest line for Toad village! We added Rogue Ninja titles, Glasses Shops, Utility Shop for Sand, Jutsu Limits by Level, we rebalanced Jutsu to use stat requirements, we added Slows, Snares and Silences and rebalanced the game around them, and made Youthful Spring Technique actually make you move faster and added sensory technique. We introduced Bounty Missions where you finish by claiming bounty rewards! Added Monks in both villages sell Blessings for ryo. We introduced messenger missions. We rebalanced stat scalings in June. We rebalanced chakra charging and then did the biggest rebalancing of jutsu and masteries since Open Beta launched in 2017. Besides expanding the world with Toad village, we also expanded it with Tanzaku Quarters, and all the maps leading up to it, like the Valley of the End map! We improved exploration by making sure all doors you see that are open, are enter-able. We improved the design of the Sand village by revamping a large number of buildings with unique exteriors so they stood out from others. Introduced the Event Prize Room. We added Kumoroi's Lair and the Level 20-30 Boss Fight. We expanded your character's depth by introducing the Fortune Teller. To make it easier to navigate the larger world, we added World Maps and village Maps to help people get a better sense of directions! We also filled villages with trash - literally. We expanded RP by added the special Military Police Forces, which added a new village dynamic by giving a group of players power to detain other ninja. We also introduced all the Sand village Chunin Exam facilities. We added sitting animations so players could sit on chairs and RP scenes like being in a meeting. We added features like 0.5s, 0.1s stuns instead of the minimum stuns being 1s in the past. Battle injuries became visible graphically for everyone, with scars appearing on your body. Additive/Subtractive graphics allowed for us to make day look more vibrant and fogs look more evil. We added global variables to our server, which then allowed us to create cool features like Village Scores, Boss Dungeons and in-game election polls. We added larger than 1 tile hitboxes for enemies so we could give bosses large bodies. We added the feature to allow us to play different music for different times of day, which made our villages feel more alive in the day and peaceful at night. We added NPC vs NPC combat which allowed us to create Summons and Summoning jutsu! We normalized audios for the game to give the game a more consistent audio level and made all maps 1080p ready! We added Zoom functionality for better compatibility with large monitor resolutions. Misc. features like Twinking, Inventory Slots Expansions, Eye Changers, Walking Sounds, Hotkey Bar going grey when you're unable to cast, Taijutsu Weapons, Slowed Run Casts, Shared Cooldowns for similar Jutsu, Barrier Tags. We fixed Rubberbanding! Made the client work with DirectX9! We fixed the worst server crash that was plaguing Nin Online ever. and finally, we ended off the year with a one time Christmas X Halloween mash up event! In total we added 100+ new items including cosmetics, 30+ Maps , 50+ NPCs. This is only a brief overview of some of the more interesting things introduced in 2018. We have hundreds of other bug fixes, changes and additions you can read about in our Patch Notes starting on page 12! I also excluded content that is unavailable to players as of today, even though they are added. To end this all, I just want to thank everyone for sticking with us through 2018, and for joining us in 2018. Welcome to Nin Online! Regards, Ueda
  8. Fixed exploit at Hidden Lair Entrance. Removed Chakra Regeneration granted by Shirokata's scaling to by Chakra. This was a decision made by a rogue developer. Sorry for the inconvenience. Fixed Whirlwind Kick Technique being 2 tile range instead of 3 on Ranks I and II. Renamed "The Chosen One" Title to "Hero of the Toads" Earth Split Technique Ranking up reworked to match other jutsu. Earth Split Technique now stuns enemies by 2 seconds on all ranks. Earth Split Technique Chakra Cost reduced from 38 to 28 on all ranks. Earth Split Technique is now a run cast. Earth Split Technique damage changed from 30/40/50 to 32/34/34. Ravaging Earth Spike Technique no longer stuns targets by 1 second. Ravaging Earth Spike Technique damage increased from 30/32/34 to 40/40/44.
  9. New Menu Music (Thank you @Afilion!) Fixed Shockwave Slash Technique description (Thanks @Magatama)
  10. Your own contribution to the village's Economy, Intel and Manpower is now being recorded. (Resets if your character resets) Dark Clearing and Ledge Forest Encampment are now linked by pathways.
  11. Improved Readability of Chat Fonts in-game! New Chat Bubble Graphics Added Premium Eye Styles! You can now get 3 premium eye styles if you own an eye style changer. 1. Closed Smiley Style 2. Kimimaro Style 3. Orochimaru Style Village Chat Reworked To reduce players using village chat for non-village related matters, we've reworked how Village chat works. -Kage can send /v every 10 seconds. -Other ninjas can send /v every 2 minutes (Non Ranked) or 1 minute (Ranked). -/v Should still ONLY be used for matters that require the entire village's attention eg. asking for help from fellow ninja, calling out a raid incoming etc. -Ninja can no longer use /v while imprisoned. Fixed Tutorial Combat Lesson not working. Improved the Chatbox Scrolling & Scroll Bar positioning.
  12. No they taught Clone Technique, not Shadow Clones. Clones are illusions while Shadow clones are physical. http://naruto.wikia.com/wiki/Clone_Technique
  13. 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!
  14. Scroll Bar on the Chatbox! Fist Type Weapons (Tonfas for now) We've added the capability for Taijutsu weapons! The game no longer limits you from learning the same jutsu multiple times. If you want, you can learn Earth Prison Technique twice and have of them from Rank 1-3 and another as Great Earth Prison Technique Rank 4-6. However, they both go on the SAME cooldown. So you can have different versions of the same jutsu, but you can still only use one before they all go on cooldown. This ties in to letting us to us now able to put certain jutsu on the same cooldown. This will be used to rebalance multiple Subs/Flickers soon. Improved Rain/Thunder/Sand Storm Effects in-game. Bounty rewards experience formula Reworked! You now game more exp for turning in bounties depending on your level. One step towards making other things besides just doing dailies rewarding! Tonfas are now weapons for Taijutsu ninja. You can cast Taijutsu while holding it. It scales damage based on Agility, provides some bonus damage, but fixes your attack speed at the weapon's base speed (1.1s) Reworked Explosive Kunai Technique & Added Great Explosive Kunai Technique No longer has AoE Range of 3 tiles. Both techniques explode and causes damage to the enemy and enemies around it. The explosion size is larger on Great Explosive Kunai Technique (25 Tiles of AoE) and does more damage as compared to Explosive Kunai Technique (9 Tiles of AoE). Fixed warp from Sand village northern entrance to Sand Nesting Ground
  15. Just want to bring up a random thought that came to me when watching the new Boruto episodes. Naruto's generation has jutsu like Shadow Clones as forbidden jutsu and only Naruto used them, but in Boruto, everyone uses Shadow Clones. Because it's like ninja world meta now. Everyone saw how Naruto used Rasengans and he's OP so now everyone's grandmothers are using Rasengans. Boruto's generation is meta gaming.
  16. Added New Level 4 Sand Village Mission - available from Takudo & Zeshin near the Sand Gourd Monument!
  17. January 2019 PromotionsLeaf Village Chunin: @Takami Suwa @Jiroubou @Hoseki @Sin Tensei Jonin: @Kuraen MacDom @DairutoSand Village Specialized Jonin: @Kayn Ketsueki the Sword Prodigy Chunin: @Itama Date @Raikuzu Hozuki @Nighma Hozuki
  18. Bears stun ability cool down increased from 10s to 16s. Added Animated Grass and more trees to Forest Near the Ledge. Fixed being able to cast the following jutsu on yourself to train them (exploit) Water Prison Technique Seismic Dash Technique Hurricane Blade Technique Task of the Dragon Technique Feast of Lightning Technique 16 Palms Technique Risky Blade Dance Technique Dance of the Crescent Moon Technique Lightning Cutter Technique Advanced Lightning Cutter Technique Mountain Crusher Technique Thank you @mankZz Senpou Animation for Bear stun ability fixed. (used to show stars on top the player's head for 3s instead of duration of stun which is 1s).
  19. Fixed Missing Ninja not being able to get Hawk Summoning Manual. Fixed Text error with Hawk Contract NPC.
  20. Hawk Summoning Contract now available in the Sand Aviary. Added Toad Summoning Contract NPC in Toad Village.
  21. Summons now have a baby stage from Rank 1-3. Weasels have Weasel Kits and Toads have Tadpoles. If you had already ranked up your jutsu, and were on rank 6, you now need to get it to rank 7 for it to reach adult! Sorry for the false hope! Slug Summon has been added, but they don't heal yet! Fixed Shadow Clones having blood in the tutorial. Thank you @RengS!
  22. Fixed mapping bug in Takumi Administration Building.
  23. This thread is for players to submit their existing player-made RP clans to be considered to be made permanent families of their village. Our priority is to allow people to continue their legacy and the impact they've made in our Ninja World into actual gameplay content. This is the evolution of your clan from RP-only to actual gameplay mechanics. However, there are a lot we have to consider in regards to names, for example - it has to not be used in the Naruto series. It has to have good meaning and be a japanese word to be lore-friendly and the name of the clan will impact the abilities and clothing they get in the future. Submit your village, your existing clan names (or new clan ideas) and tell us about your existing activity in-game, what you symbol is (if any), what your ideas for clothing are and just any information you have. If a clan is added, it's name will become permanent and it will become a clan open to all new players in character creation. Reply in this topic!
  24. We can certainly offer the option for that, but the chances of people choosing it will be much much lesser because most people will want to be included and get at least one of the benefits.
  25. Maybe. But don't rely on it. That's why I only advised it. You can still choose to do whatever. But I would say, as a gold ninja, save your name changes for that! Note: Non-gold/silver players name changes are extended to February as well!