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https://www.ninonline.org/forum/support/ Support ticket!
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One of the most common complaints in Nin Online is lag. It's the same for any online game. Common complaints come with comparisons to other games and/or with insults in it - things like "fix your server" are also thrown about a lot. Why games like WoW and Runescape don't lag as much? They do. The typical connection to a WoW Server is anywhere from 50ms to 500ms+ depending on what server you play on. https://www.mmo-champion.com/threads/724514-What-is-your-average-latency-in-WoW#:~:text=Average latency%3A ~20 ms. https://us.forums.blizzard.com/en/wow/t/what-is-the-maximum-acceptable-latency/276360/2 Isn't it because server application is poorly coded or spaghetti code? This is how Nin Online runs when you connect from local host. As you can see, the ping fluctuates between 2-15ms. Near the theoretical limit. Nin Online's server is modern, lightweight, threaded and utilizes a very powerful low-level networking library. Most of the game's visuals run on the client which allow for instantaneous response times, for example in movement, and is then "validated" on the server and corrected if it was illegal (to prevent cheating). Is it because you're running it on a cheap dedicated server? It's an expensive, gigabit internet, unlimited bandwidth, 32gb Ram. With 75 players online the server application is only utilizing 1.7% of the server's CPU and 1gb/32gb of the dedicated server's memory. So why do I lag? The game's dedicated server is located in North America, near the border of Canada and the US. The reason it is, is due to the majority of the English speaking world being located around that area. The majority of the existing player base is also located in the US and Canada. This is a heat map of our paying userbase. Unfortunately, there are physical limitations of how optimized we can make the server. We could theoretically shave off another 10ms of ping with micro-optimizations, but the majority of what is being felt by people with the worst ping is due to... ISPs cheaping out on Sea-cable access routes & throttling certain connections To understand ISPs and sea cables read https://edition.cnn.com/2019/07/25/asia/internet-undersea-cables-intl-hnk/index.html https://nordvpn.com/blog/what-is-bandwidth-throttling/ https://www.quora.com/Why-do-Internet-speeds-vary-between-countries Don't take my word for it, this is a video by NoPing, a company that uses dedicated servers to create a virtual tunnel, a more direct access to our game servers by bouncing packets between it's servers with good access to sea cable routes towards any location. videoplayback.mp4 A lot of players tell me they use software like NoPing, ExitLag etc. to get better Ping, without understanding why it works. But once you understand how it works, you should come to the realization that the only way it could possibly work is if you don't actually have the best sea cable routes you could. How else would a VPN make things faster? Distance between the server and you and the physical limitations of material sciences You can use tools such as https://wintelguy.com/wanlat.html to estimate how much latency you should feel across distances. This is not taking into consideration the quality of cables and how indirect the routes might be. It's graphical lag, not Latency Lastly the a common complaint is people misunderstanding what they're experiencing. If the game is hanging visually for a second and no input can be made. It's graphical lag not Latency/ping/network lag. I don't lag in X game and Y game You're most likely talking about some game that has localized servers, or a different server architecture. Games like Minecraft and Fortnite. You might also be talking about games where there is no server authority. https://doc.photonengine.com/en-us/bolt/current/troubleshooting/authoritative-server-faq If you're talking about WoW or another MMORPG. Most likely those games aren't fast-paced combat games, they usually hide the clunkiness behind mechanics that don't reveal lag. Like standing still and casting for 3-4 seconds for a spell in WoW. My connection to the server Lastly, I'd like to say that my connection to the server is around 240ms Before we rewrote the server, it used to be around 500-800ms. So that's how far it's come. If we use the tool I mentioned earlier to calculate what latency I should have... https://wintelguy.com/wanlat.html We only need to assume equipment latency of 49ms for it to be the theoretical speed limit. And that's assuming that I have the world's most direct sea cable path straight to the server. Most likely, my ISP is sending my network packets to some part of the US and then to Canada. And I'm from the country with the world's best Internet connection speeds. What does this mean? Not much, just means we really can't do much to make your connection better to Nin Online's server at this point. The next way we can do it is by localizing it to more regions, but that's a whole different topic. I dare say at this point, Nin Online's server runs faster than server software developed by many AAA game companies in the 2000s, a lot of credit to just technological advancements.
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Added Animated Grass to Edge of Fire map. Fixed Bears spawning in unreachable player in Forest Near the Ledge map. Fixed the following bug reports Ukiyo Traditional Robe art bug Light appearing at top left of screen bug Fixed /ignore not working Changed how Glacier Bear works to make it less irritating thereby fixing this Fixed Poison and other DoTs causing Cloak of Invisibility to break Fixed some enemy jutsus breaking through Substitutions and still dealing damage Fixed mud river technique and other knockback jutsu not knocking back when weapon is equipped Changed how Hawk Summon Jutsu function to alleviate issues Also made the Wild Slashes from Hawks red to distinguish it from Sword Master's yellow wild slashes. Fixed client-side issue causing character movement to freeze up for awhile when you try to cast a jutsu that you're not using the right weapon for Fixed client-side visual bug that showed stats decreasing instead of increasing when you had more than 3 buffs on at a time Fixed visual UI glitch Fixed visual glitch on the shadow of Tigers Fixed HP Bar Bug where ex-Team members HP Bars didn't render Fixed bug where Beast Slayer Title was given to people who hadn't finished the Mission or killed the Kuraken Added confirmation messages for when you ignore or unignore a player
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“The Balance Team accepts that some mistakes have been made in the last patches and in our rush to push out a patch following the buff/debuff stack bugfix. A few things have been overlooked and this patch aims to fix those. This will be the last major adjustment patch for Wind/Med until we’re ready to discuss Water/Bubble and Earth masteries and push those changes later this month/early June. Thank you for your patience during these rapid changes.” Wind (Str) Mastery Slashing Tornado Technique cooldown time increased from 16/15/14s to 17/16/15s Slashing Tornadoes Technique cooldown time increase from 16/16/14s to 17/17/15s Wind Mask Technique cooldown time increased from 15/13/13s to 18/18/16s Wind Cyclone Technique cooldown time increased from 23/22/22s to 24/23/23s Crystal Fan Level Requirement decreased from level 55 to 50 Crystal Fan Melee 500ms Stun effect changed to 300ms Snare Blood iron Fan Level Requirement increased from level 50 to 55 Blood Iron Fan Melee 500ms Stun effect changed to 500ms Snare “After making the Fan Mastery all shiny and new, we wanted to see how the current cooldowns played out with the kit being able to use these jutsus very successfully together at relatively low cooldowns, so we’re making small adjustments to give Fan some downtime and counter attack opportunities after its very fluid snare flowchart, which it’s high level fan melees are now apart of, which forces opponents to save a well timed flicker for escapes.”(with a clear CC increase from Crystal fan to Blood Iron Fan) Medic (Int) Mastery Antibodies Activation Intellect Requirement increased from 15 to 35 Rank IV Poison Debuff duration decreased from 12s to 8s Poison Cloud Technique cooldown time decreased from 22/22/21s to 18/18/17s “The change to poison cloud change was a question of ‘How much DoT damage is healthy to load onto the back of a single jutsu now that debuffs can’t stack?’ And the correct answer was definitely not 60 damage so it's going to tick one less time. After its buff/rework, Antibodies is now too strong to only require 15 Int to use.” Weapons & Ninja Tools Bubble Prison Technique (Poison) Snare Duration decreased from 2000ms to 1600ms Poison Kunai’s Snake Poison Debuff changed to 8s duration, 4s interval, Take 4 HP per tick “All poison debuffs now universally last for 8 seconds and tick twice, this separates their function from bleeds and burns. Seathorn pipe snare duration is currently too much value on a single melee when combined with the reworked poison debuff ticking for more damage sooner.”
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Rework to HP Bars (From this Ideas Post) Colored HP Bars Firstly, we added colors to HP Bars based on whether or not the player or NPC is friendly or not. This was suggested in the Ideas Platform here. Green (Yellow for Colorblind) - Self and Allies Blue - Party Member Red (Purple for Colorblind) - Enemies Orange - Allies but Danger Zone / War Zone Improved Accuracy of HP Bars Secondly, we perfected the accuracy of the HP Bars. Previously, the HP Bars wouldn't show accurately the first and last 5% of Health of the Target. You must have noticed that even when the bar was empty, the target still survived for a good while. Now, the moment the bar is empty, the target should be very dead. Colorblind Mode This is currently for red/green color blindness. This was requested a minute after we launched the new HP Bar reworks. We should aim to make Nin Online accessible and fair for everyone after all. Death Animations / Sounds We added the ability for the game to play an animation and sound effects when another player character dies and when your own character dies. Fixed Charging Chakra being interrupted by Traps Traps like Fire Wall Technique no longer interrupt the trap owner's chakra charging.
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Thanks for the wholesomeness!
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“Since Damage over Time debuffs can no longer stack and reset each other when applied, even at different tiers, (Burn I/II/III and Poison I/II/III/IV being affected the most) some balance changes have to be made so that players aren’t losing hundreds of debuff damage from their kit while farming or over the course of a fight. Adjustments were made based on the following ideas about these debuffs.” Burn DoT Applied by higher base damage Int scaling element jutsus, short duration and fast tick speed with medium damage ticks. Solidifies Fire as the premiere damage element with extra damage on all 6 jutsus Bleed DoT Applied by higher base damage Int scaling element and Str WM jutsus, long duration and slow tick speed with low damage ticks. Helps Wind and Str WM stay strong single target hunting masteries by stopping a target from regenerating HP or changing maps Poison DoT Applied by lower base damage Int scaling medical jutsus, medium duration and tick speed with high damage ticks. Gives Int Med a healthy amount of DoT damage for an offensive support and rewards skill in timing the reapplication of poisons to get the most overall damage from just 3 debuff jutsus. Fire Mastery Rank I Burn Debuff changed to 3s duration, 1s interval, Take 3 HP per tick Rank II Burn Debuff changed to 3s duration, 1s interval, Take 6 HP per tick Rank III Burn Debuff changed to 3s duration, 1s interval, Take 9 HP per tick Dragon Fire Combo now inflicts Burn III instead of Burn I. “Fire players shouldn’t lose damage for landing their jutsus less than 7 whole seconds apart at max rank, they only need to delay 3 seconds to get max value from their cooldowns.” Medic (Int) Mastery Status Extraction Technique Cast Time changed from 2s Walk Cast to 1s Walk Cast Rank IV Poison Debuff changed to 12s duration, 4s interval, Take 20 HP per tick Rank III Poison Debuff changed to 8s duration, 4s interval, Take 16 HP per tick Rank II Poison Debuff changed to 8s duration, 4s interval, Take 12 HP per tick Rank I Poison Debuff changed to 8s duration, 4s interval, Take 8 HP per tick
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Buff/Debuff Stacking Changes First off, to make this clear, the fact that buffs were stackable at all was a bug. It was one that we foresaw would remain in place for a long time, so we balanced around it. We've finally fixed it because it's the same problem that is allowing charms to be abused, stacking them for all the effects. The system was always supposed to look for buffs with the same ID, but never did. It has now been resolved. Buffs of the same kind, including Charms, Bleeds, Burns, Poisons, will no longer stack. It will always use the latest version of the buff. Eg. If you have Bleed I and you get Bleed II. Bleed II will replace it. We understand that this is a major change to Masteries that apply statuses, primarily Wind, Fire & mostly Medic. We will rebalance based on this mechanic change. Mega-fixes to Quick Login Feature Refresh Tokens We've discovered both bugs and major security flaws to our login system that have now been fixed. Previously, we were abusing oAuth2 slightly by saving access tokens, which we have now realized wasn't secure. This allowed banned users and accounts that have changed passwords to continue to have access to the game via Quick Logins. We now use refresh tokens for quick logins instead of access tokens. The good news is now that we use refresh tokens, we can securely authenticate players indefinitely. Meaning you will not need to reauthenticate your character every 2 weeks. They will remain available to quick login forever. Nothing changes for you, the end user besides this! Relogging in of all previous authentications will be required. Sorry for the inconvenience. Fixed some users "Login" buttons being greyed out wrongly Some users were having a weird error that made them unable to use the quick login feature randomly. Sometimes restarting the client fixed it, sometimes it didn't. But it is fixed now! Thanks to @Klone for sitting down with me to test. Fixed Minimap Crashes Fixed an issue with saving minimap configurations that caused some players clients to crash on login. Advanced Lighting Disabled will now turn off Projectile/Animation Lights If you go into your options menu and disable Advanced Lighting, it will now respect your bad decision and hide all the lighting effects in the game, including Projectile and Animation lights. More exile/pardon abuse fixes Fixed another issue allowing players to have teams between Village and Missing Ninja. Thanks @Raijuro for helping with this. Confirmation Prompt for Leaving Corporations You will now receive a confirmation prompt before leaving corporations when you click the Leave button in the Corp UI. No more accidentally leaving corps and waiting for 3 days. Other Changes Fixed Samehada and Chakra Steal Jutsu/Items healing HP when used against Players instead of CP. Cleaned codebase of misspelled "again"s aka. "agian" - Wolf's bad spelling. Clear player's summons before Auto Tournament round starts (could be abused to have summons in tournament matches) Fixed an XP Sharing Bug that could allow new characters to suddenly receive XP from Mobs. Fixed Server closing socket connection with client too early and not sending the reason why the client didn't manage to connect.
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This has been fixed. Thank you!
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The community balance team is a new initiative currently led by @Raitou Greetings from the player balance team. This is our first patch and we’re excited to hear the community's feedback. There have been a few bold changes, but generally the goal was to balance masteries to a point where they will not require further changes. These changes were made with both solo mastery and mastery combinations in mind as well as all levels of play and game activities. A significant amount of thought and discussion went into these changes, focusing on streamlining mastery identity, so that when you are playing a certain mastery, the kit feels connected and has specific strengths and weaknesses. Wind (Int) Mastery Vacuum Sphere Technique CP Cost decreased from 30/30/30 to 28/26/24 Vacuum Sphere Technique Cooldown Time decreased from 20/20/19s to 18/18/17s Wind Claw Technique Cooldown Time increased from 17/16/16s to 19/18/18s Wind Claw Technique End Cast Time increased from 500ms to 800ms “We’re increasing Wind claw’s self-stun to offer a fair counterplay window to Wind’s ultimate jutsu. The cooldown time is also being increased to give wind players longer downtime on their burst and encourage more use of the mastery kit, rather than just using Wind Claw on cooldown.” “Vacuum is still in a weird spot, we want to make this jutsu more viable, but lack a clear idea of how best to rework it to fit wind’s kit, given our current limitations in jutsu mechanics” Wind (Fan) Mastery Slashing Tornado Technique Projectile Speed increased from 200 to 100 Slashing Tornadoes Technique Projectile Speed increased from 200 to 100 500ms Self Stun removed on Slashing Tornado Technique and Slashing Tornadoes Techniques Wind Cyclone Technique Cast Time decreased from 2s to 1s Giant Folding Fan no longer knockbacks Pink Giant Folding Fan no longer knockbacks Black Giant Folding Fan no longer knockbacks “We want to keep the identity of the Fan Mastery without giving wind + element users in sand easy access to CC.” “Tornadoes is still keeping its cast time - we want to move away from the Idea of flicker guaranteed hard crowd control without significant stat investment, just slapping on a 1s cast time made the jutsu very weak even at max level. It’s safe to give the jutsu some power back in the form of increased projectile speed and removed self stun.” “Wind cyclone cast time has been decreased to promote the theme of Fan having a more fluid and usable series of jutsus with less cast time and self stun than before.” Medic (Int) Mastery Poison Senbon Technique Cooldown Time increased from 11/11/10s to 14/14/13s Poison Senbon Technique Stun Duration increased from 800ms to 1200ms Poison Senbon Technique Range decreased from 15 to 12 tiles Poison Senbon Technique CP Cost increased from 12/12/12 to 16/15/15 Poison Senbon Technique Poison Debuff changed from Rank 1/1/2 to 1/2/2 Poison Senbon Technique Base Damage decreased from 20/20/21 to 15/15/16 Poison Scalpel Technique Cooldown Time decreased from 8/8/7s to 7/7/6s Poison Scalpel Technique Base Damage decreased from 23/23/24 to 20/20/21 Poison Scalpel Technique Poison Debuff changed from Rank 1/2/2 to 1/2/3 Poison Scalpel Technique CP Cost increased from 10/10/10 to 14/14/14 Poison Cloud Technique Poison Debuff increased from Rank 2/2/3 to 2/3/4 Rank IV Poison Debuff changed to 20s duration, 5s interval, Take 10 HP per tick Poison Cloud Technique Cooldown Time increased from 16/16/15s to 22/22/21s Poison Cloud Technique Base Damage decreased from 31/31/32 to 25/25/26 Poison Cloud Technique CP Cost increased from 25/25/25 to 30/30/30 Cursed Seal Technique CP Cost decreased from 60/55/55 to 50/45/45 (Experimental) Cursed Seal Technique changed from % stat buff to +10/15/20 all stats for a 30s duration. (Experimental) Cursed Seal Technique Casts Required for Ranks increased from 100/250 to 150/375. “Int med has been underperforming and was voted underpowered by 72% of players who took the most recent balance survey.” “We want this mastery path to be more viable. This is why adjustments were made to the kit to fulfill its role as a medium damage potential, buffing and debuffing poison DoT support.” “Poison cloud now applies a nerfed poison IV debuff at max rank which now does a total of 40 damage (20 second duration poison debuff that deals 10 damage per tick every 5 seconds). Poison Cloud base damage was reduced to account for this overall damage increase.” “Antibodies and Cursed Seal now give flat stat bonuses so that all players feel like they have access to true buff jutsus that are usable in both PvE and PvP.” “Cursed Seal should feel like a scary endgame self buff that allows for an all or nothing burst window that you risk a 3 second cast time to use.” Medic (Chk) Mastery Treat Wounds Technique Cast Time decreased from 2s to 1s across all ranks Treat Wounds Technique Base Heal decreased from 25/25/25 to 20/20/20 Mystical Palm Technique CP Cost increased from 50/45/45 to 175/150/150 Chakra Scalpel Technique Cast Time changed from 1s stand cast to instant cast Chakra Scalpel Technique now has a 1s self stun at the end of its cast Chakra Scalpel Technique base damage buff decreased from 4/9/14 to 1/2/3 Cell Regeneration Technique Chakra Requirement increased from 50 to 60 “We’ve changed treat wounds to offer more engaging gameplay for medics in fights. We want the dedicated chakra medics to benefit the most from healing jutsus, so its base healing has been decreased so that medic players who invest in less chakra get a less efficient heal.” “Mystical Palm technique has been changed to feel more like a chakra med jutsu - while it’s still available to Int meds, we want to increase the opportunity cost for successfully reviving a player as someone other than a primary medic.” “Chakra scalpel made for fairly frustrating gameplay, where you either successfully cast it and had an extremely strong melee, or fail to cast it and are useless outside of heal jutsus and senbons. This change guarantees a chakra scalpel buff with more balanced damage, but keeps the window to punish medics for using it with poor positioning.” “Overall, these changes will reward the dedicated chakra med, making use of high chakra investment for its scaling and making those splashing some stat points into chakra as a secondary medic less effective.” Water (Bubble) Mastery Bubble Prison Technique (Weapon) Snare Duration decreased from 1400ms to 800ms
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Dear Ninja, We're deprecating the old suggestions section of the forum in favor of a more intuitive one. It's our "Ideas Platform" where players can post, upvote and downvote ideas in specific categories. Link to Ideas Platform Our original suggestions section started in 2013 and is filled with ideas that get lost to time, duplicates and such. This platform will help neaten it as we can manage what is being worked on and what has been shipped. To commemorate the launch of this new platform, I've also made a development log - that compiles past suggestions that were added at some point - titled "Rory doesn't listen to players". Enjoy!
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Horoscopes/Charms Rework Mirai the Fortune Teller realized it was horrible business practice to sell only one kind of charm to each customer. So she now sells players who know what horoscope they are any kind of charm. Eg. Virgos can buy Pisces charms. Charms are also now tradeable. Business is booming now, and so to keep up with the demand, Mirai has increased the sale prices of charms to 25 Ryo each. Upgraded Server to .NET 6 2 years ago, we moved the server from Visual Basic 6 to C# with .NET Framework 4.5.2. A year ago, we announced that we had upgraded to .NET 5 and turned the server into a lightweight console application, along with a ton of changes like moving it to use a cloud database (MongoDB) as it's backend. Keeping up the momentum and updating our technology stack is important. So today, we upgraded the server to target .NET 6, Window's latest release of the .NET framework. https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6/ It's not as big an upgrade as in those past updates, but .NET 6 is said to be up to 40% faster than .NET 5 and has optimizations in specific aspects of the framework our server software harnesses such as JSON, GC, File I/O, Reflection, Threading, Networking, Buffering. Improved DoT Animations & Lighting Stacking Fixed Charms Buff Descriptions Fixed certain charms being able to be used together
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Mass Community Request: Mist Village Boat Ride Removal
Ueda replied to question's Yugure in Suggestions (Old)
You don't need a bridge, you're ninja that can run across the sea. It also gives Mist Ninja who have water passive an advantage that there is no bridge which is important for them. -
Dull Edges & Sharp Minds Mission is no longer level restricted to up to level 35 Lighting effects assigned to all Jutsu that should light up
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Animation Lighting Eg. Light on Explosion Effect CTjvQVn.mp4 Previously, we added the feature to add Lighting Effects on projectiles. We were unable to do the same on Animations (other Jutsu) because the animation editor was in a semi-broken state where we couldn't modify it, so we fixed up all our editors and now this is added too. Minimap Improvements Minimap now is open by default when you first play Nin Online & minimap state (Open, Closed, Maximized) will save between game sessions Version number will be included in crash log reports from now on Fixed illegal party prevention (team exploit with Missing & Village ninja) not working right (GMs) GMs can now use /heal and Team Warp commands.
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Improved Usability for Cure Item Cure Item now just tells the player they don't have Battle Injuries if they don't. If they do, it still warns them before using the item.
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Added new level 25 Medical Ninjutsu - Status Extraction Technique This has been on the to-do list since at least 2017 and we finally had the time to implement it. It can be used on yourself, an ally, or enemy (If you want for some reason) to clear them of debuffs / negative statuses such as Burns, Poisons and Bleeds. About the introduction of status cleansing and future changes Non-medical ninja in the near future will receive items that are weaker and cleanse specific statuses. Honey will be able to treat burns, Bandages will be able to treat Bleeding and Antidotes will be able to treat Poison. They will all have longer cast times however. We may also increase the effectiveness of statuses to match the counterplay introduced.
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In the future, use a support ticket, under Help. I've refunded it for you to ninja credit, you can use it to buy a gift card for your other account.
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Strange Patcher Behavior During Updates
Ueda replied to topic's Paragraph No Jutsu in Community Help
Nin patcher is a third-party software called PatchKit and the patches are delivered by AWS. Unfortunately, it seems like select users have bad connections to the server it's using, but for the most part most users are fine. If you can, report it to PatchKit and see if they are able to diagnose why it is happening to you and see if they can help. https://docs.patchkit.net/ -
Reworked Fortitude Stat Buffs including Antibodies Activation Jutsu that buff both just fortitude and jutsu that buff all stats have always increased the Max HP of the player. However, in the past, when your Max HP went from 100 to 200, your health would remain at the old amount eg. 50/100 -> 50/200. It will now additionally "heal" for that amount of health instantly. However, once the buff ends or is cancelled, the HP will lost again, down to the minimum of 1 health point ie. You cannot die to these buffs ending. This makes Antibodies and similar buffs an instant alternative to healing over time jutsu, but the effects are only borrowed and useful if able to end a fight quickly. Eg 1. Antar has 50/100 HP. I use Anti-bodies Activation on Antar. He now has 150/200 HP. He loses 10 HP and now only has 140/200 HP. His buff ends, returning his HP to 40/100 HP. (He borrowed 100 HP, and returned 100HP) Eg 2. Antar has 50/100 HP. I use Anti-bodies Activation on Antar. He now has 150/200 HP. He loses 130 HP and now only has 20/200 HP. His buff ends, returning his HP to 1/100 HP. (He had 180 HP lost out of 200 HP, so when his buff ended, he still had 180 lost of out 100. But ending buff cannot kill you right away) Status/Debuff Cleansing Items & Jutsu We've added the ability for items and jutsu to clear specific or all debuffs or buffs. We'll be using this soon for a new Medical Ninjutsu as well as items such as Anti-burn, Antidotes & more! For the time being we've introduced an event reward item called "Cure" that we've sent a tester to every player through their mail! Use it when you have Battle Injuries to clear it once. Warning: We have yet to add a warning to it, so if you accidentally use it when you have no Battle Injuries, it will still be used up. Edit: We've pushed another client update that adds a warning now! Rebranded Login Pages Login & Registration pages are now branded as Hitspark ID instead of just Nin Online account! "Reach Level 10" Mission now gives 3 Cure items as an additional reward All "Reach Level X" Missions now give 5 Event Coupons instead of 3. Replaced the famous "Don't fucking touch my balance, Seth." Buff Descriptions Just leaving this bit of history here. What happened was that our old programmer, played Nin Online circa 2017 for a day and then started changing content balance without telling anyone. I had to find out through the players. This description was first placed on the Taijutsu buffs and then copy and pasted to various other buffs as they were being created. Before 2022, buff descriptions were not displayed anywhere, so we never bothered to change them.
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Life Steal & Chakra Steal Systems This was added as it was the highest voted feature on the Patron "What should we work on next?" poll. If you want to choose what feature we add next, consider joining our Patreon. We're able to make weapons or jutsu steal % amount of damage dealt to their enemy. Currently only added to Samehada (10% Chakra Steal) There's a lot that can be done to adjust the balance with this new mechanic, Fixed Quick Login not warning players they were using outdated clients.
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Client-side file/texture tampering protection added Players are no longer able to delete to tamper with certain texture files to gain an unfair advantage. Server will no longer perform weekly/automated server restarts while events are going on This is on the off chance that a server restart happens while a GM-hosted or Automated Tournament is being hosted. Fixed missing ninja + village ninja team exploit Server will break up Teams/Parties, or kick out members when player is no longer of the same village as the leader.
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Using Stat Reset Items now brings up a confirmation prompt / warning before you use the item Reducing the likeliness of accidentally resetting your stats by 99%. Added (Previous Deprecated) Rotating of Character Preview in Shop Window This feature stopped working when we rewrote our character renderer and is now back. You can use your arrow keys to rotate your character in shop windows. Added Hairstyle Previews to Cash Shop Preview NPC We'll be adding the previews to current and future hairstyles here in the a new NPC next to Gumi in the Clothing Store. Added Rotating Character Preview in Hair Dye window Some hairstyles only had Secondary channel visible from the back, making it really hard to recolor your hairstyle accurately. Sped up NPC Spawn Animation by 3x People were complaining they fade in too slow, so we sped it up. No more enemies spawning in and attacking you before you can see them. Added Character Shadow onto UI elements like Quick Login character preview and Hair Dye Lock movement in certain UI windows (Hair Dye, Title Management etc.)
HITSPARK