Ueda

Administrator
  • Posts

    4,918
  • Joined

  • Last visited

  • Days Won

    686

Everything posted by Ueda

  1. Improvements to login screen Quick login buttons stay greyed out after timeout if it is already connected to the server Previously, the Quick Login buttons would turn back to clickable after a few seconds, and allow you to login again despite it having been connected and loading the map to put you in-game. Clicking it during that window of time would cause problems with logging in. Hide News Window & Login/Register/Website buttons when selecting servers. (Past login screen) Fixed a crash to do with UI Rendering 5/1/2022 7:29:31 PM The following error occured 'Object reference not set to an instance of an object.' at ' at client.modGraphics.GYRv6EpteL() in D:\NinOnlineSrc\Core\ninonline-c-client\modGraphics.cs:line 3429 at client.modGraphics.iftLxmcKBfd60gwgQ3A8() at client.modGraphics.Render_Graphics(Boolean dontDisplay) in D:\NinOnlineSrc\Core\ninonline-c-client\modGraphics.cs:line 7602 at client.modGameLogic.GameLoop() in D:\NinOnlineSrc\Core\ninonline-c-client\modGameLogic.cs:line 667 at client.modGameLogic.vNXhEbx3XbPmSCDRgBoR() at client.modGameLogic.MainLoop() in D:\NinOnlineSrc\Core\ninonline-c-client\modGameLogic.cs:line 4168'. [Info] This is a Game Loop Exception! Please Report this!
  2. Nope, this is unfortunately one of the things that will never change along with the non-existence of mastery resets.
  3. We don't have any technical limitation to prevent multiple channels. The problem Nin Online is a game designed to be played with other people. If we have 100 players active on one server, the game is more fun than 3 channels each with 33 on them. Another issue is cost, we already spend thousands of dollars a year on each server we have at the moment and the costs don't justify expanding. When I mentioned localization, I said exactly what you're saying Light, so I don't know what you think I'm saying, but you're not understanding it right. PS: That message was from two years ago, nothing has changed since.
  4. Quick Login System Thanks to the oAuth Login system added last year, we're now able to securely authenticate accounts logins. To top off this system, you will now only need to authenticate on each account occasionally. The accounts will remain in the Quick Login box on the login screen where you'll be able to login in a single click and switch between your accounts faster than ever. Edit: Added another update that now allows for unlimited amounts of characters. Reduced Rain Effects We've reduced the opacity of the rain effect until we rework rain as it was obscuring too much at night. Improved Desert Plains map to have a clearer path to the entrances Improved Forest of Ambushes map to have a clearer path to the entrances (Hopefully) Hotfixed server bug where NPCs would stop working for 2-3 minutes randomly. Fixed exploit to team with enemy village players.
  5. Body Flicker Technique Changes Body Flicker Technique now has a 3rd Rank. Body Flicker Technique CP Cost increased from 10 -> 15 Body Flicker Technique Cooldown changed from 20/15 to 18/17/16 Body Flicker Technique Range changed from 6/8 to 6/7/8 Body Flicker Technique Rank up requirement changed from 2000 successful casts to 1000 per rank (essentially making it 2000 again) Fixed Chief Uzan chat option leading to getting client stuck Fixed Debug NPC for Strange Markings.
  6. Trophies Added new trophy furniture items for GMs to give out for special tournaments and contests. Also added some Boss Monster Trophies, guess which boss drops which! Hermit Premium Hairstyle Added (Artwork by @PogThank you!) Held this back from releasing for awhile because I didn't prepare the artwork to be able to change the color of the bandana through Hair Dye until today.
  7. Click here to visit the Patreon page Dear Ninja, Why Patreon? Patreon is a site where audiences can pledge a fixed amount of donations per month / per update to a project they believe in. It helps handle a lot of potential middle-man work that might incur from handling donations manually. Patreon was once used for a couple of months in 2017 when I had a tough time transitioning from living with family to renting. I'm eternally grateful for the support back then, even with just a couple of hundred dollars a month, it made all the difference in my quality of life for that tough period in my life. What is the Goal? I'm officially bringing Patreon back, but this time, with the goal of allowing the community to contribute to a specific cause in Nin Online. Every dollar gained from this platform will go directly into hiring additional staff for the game team. The first goal is to get an entry-level game programmer full-time to program alongside Wolf. The second goal is to get a full-time gameplay designer to work on balancing content and additional content. Why not just work with volunteers? For programming, it takes a high-level of skill to work on any MMORPG. Networked games are exponentially harder to work on than ordinary single-player games, especially MMO architecture. This is made harder with our custom engine built in C#, nowadays, most game programmers prefer to work in a game engine like Unity or Unreal. To make any changes worth getting anyone involved in, it takes a long time to get acclimated into the development environment/pipeline, and volunteers that will come and go are not usually worth the time commitment to train. We've tried working with volunteers for years at the start of the game's development and it just doesn't work for a project like Nin Online. The skill requirement is too high and people that have that level of skill don't work for free. Gameplay Designer is also an actual profession, and although slightly easier to study and there are a lot of game designers who want experience, it takes a lot of time commitment that people who are qualified usually wouldn't do for free. The trouble is that Nin Online is not exactly the best portfolio/resume piece for the industry, and hence, we've yet to get really qualified volunteers for it. Why not just freelance everything? Freelancers come with the benefit of usually being more cost effective, but at the cost of being unreliable. Without a dedicated project manager handling freelancers, its a pain to work with freelancers day in and day out, chasing for datelines. We need people we can rely on for the long-term and not for short term projects. Unfortunate Reality Nin Online players want features and changes faster than we can make it, and we want to present the opportunity to change that. So if you support the work we've done thus far, we hope you can go one step further and donate to our Patreon. If we do not hit the initial goal, the money from the Patreon will go towards helping alleviate the current costs of operations. As it is, Nin Online costs thousands of dollars a month to sustain, and although we are doing fine, any contribution will help us greatly. Regards, Rory
      • 10
      • Like
  8. Maximize Minimap Added a 3rd mode to the minimap, where it's maximized to show the entire map and not translucent so you can plan your route through the map with ease. Silver Ninja now have silver chat bubbles Most requested feature from Silver Ninja. Fixed Buff Description Hovering Text Position Added Hover Effect for Buff Icons Fixed pressing "H" to Toggle UI not hiding Notification & Minimap properly Fixed FPS & Ping Labels rendering behind Blessing Status Hide Minimap automatically when you are fainted
  9. Revamped Buff & Debuff HUD (+ Buff Description) Buffs are now displayed Left of the Main HUD and Debuffs on the Right of it. This new HUD layout allows faster reaction to getting Debuffs as it has it's own zone on the screen. The idea is to put the information that's most vital during combat closer to the center of the screen. The overall reduced text on screen is a bonus. You now just see the icon and the text appears when you hover the icon, along with information telling you what the buff does and whether you can cancel it. Minimap There's now a mini-map on the top right corner of the screen on all medium to large maps. The mini-map icons can be hovered to reveal where portals link (and more in the future). The mini-map comes with the ability to zoom in and out to see a larger area. NPCs on the map will display as a grey icon and team members will display as a green icon. There's more work to be done on this feature but we decided to release it for now because it'll already be helpful to new players! EDIT: Added a toggle button to open/close the minimap. Also, fixed Team Icons displaying only 1 person in your team. Chatbox Background Fading The chatbox background will now fade out when it's not being used and/or hovered with mouse. This will allow players to have less clutter on the screen when not needed. Fixed Memory Leak linked to New UI System This might've been what was causing memory to build up in Auto Tournaments. Fixed a Login Crash linked with NPC Music This seemed to have been a frequent crash that may have occurred on map changes and logging in. It should now be resolved. Other Changes 800x600 Resolution Option in Options Menu is now removed as it is no longer officially supported Our updated HUD has over time out grown the tiny screen resolution with a bunch of elements not being visible, such as the Cash Shop, Stash and Notifications button. With the new UI changes, it no longer has space for all of it. You can still set the resolution manually, but we will no longer provide support for it. Blessing Status Display HUD repositioned Projectile Lighting Fades Out smoothly instead of abruptly disappearing
  10. Cell Regeneration Activation is now Run Cast-able has been reverted
  11. Medical Mastery Chakra Scalpel Technique effectiveness scaling was wrong and is now just provides a flat 4/9/14 Bonus Damage + Chakra Stat Scaling. (Experimental) Cell Regeneration Activation is now Run Cast-able Gentle Fist Palm Bottom Technique no longer Silences across all ranks. Palm Bottom Technique Base Damage Increased from 22/23/23 to 26/27/27. Pressure Point Needle Technique Damage Boost increased from 1/2/3 bonus damage to 1/5/9 bonus damage + Strength Stat Scaling. Mountain Crusher Technique Silence Duration increased from 0.8s to 1s.
  12. Ueda

    Inting in events

    It'll be very hard to prevent this without a perfect way to determine if someone is doing it intentionally. We could put things in place like AFK timers that would prevent some very basic ways of doing it like using Alts. But I can't think of a fool proof method to prevent doing it while being there.
  13. This was due to a culmination of a few things. 1 + 2) Sometimes the server thread starts clogging for some reason and we've yet to figure out what is causing it. 3) Our relied upon 3rd party services was having a lot of unexpected maintenances and deprecated service these weeks. This shouldn't happen for the time being but if it does, it's unfortunately unavoidable. 4) The server hardware needed a long overdue maintenance restart, and has been done.
  14. I would like to do all of the above content. I'll be opening a Patreon soon to get more donations which will directly go to hiring more people. I hope you contribute to it.
  15. This is an initial batch of balance adjustments, mainly numerical tweaks to balance to achieve a better player-felt balance for the experiences that players find tilting in the areas of the game that matter to them. This balance tweak is a direct result of the Q1 2022 Mini-Survey we held with over 150 verified player feedback forms submitted. We will hold further surveys once these balance changes have acclimated and base the next batch of balance changes on that. Do note that although we understand players feel strongly about their own Points of View, we also have to consider a multitude of factors above what a single or even most players will see. We balance the game for the entire leveling experience and not just max level PvP, is one consideration, and we also balance for group PvP on top of 1v1s. I've written a lot of Development Logs over the years, some of which describe some of the considerations that go into balancing the game. We also have to consider future gameplay expansions and code changes that are intended that will affect the balance in the future. That being said, we are attempting to make the game feel more balance on the end user perspective for the majority of players as well. Fire Mastery Great Fireball Technique Base Damage Increased from 28/28/30 to 31/31/32. Great Fireball Technique Speed Reduced reduced by 25% Dragon Fire Technique Base Damage Increased from 30/32/35 to 40/40/41. Dragon Fire Technique Range Changed from 10/11/12 to 11/12/12. Combusting Vortex Technique End Cast Time decreased from 1.3/1.3/1.3s to 1.2s/1.1s/1.1s. Combusting Vortex Technique Base Damage Increased from 34/34/35 to 38/38/40. Big Flame Bullet Technique Base Damage Reduced from 30/40/50 to 39/39/40. Big Flame Bullet Technique Cooldown Changed from 20/19/18 to 19/18/18. Lightning Mastery Lightning Senbon Technique Base Damage Increased from 22/24/26 to 25/25/26. Lightning Senbon Technique Range Increased from 12 to 12/13/13. Lightning Spear Technique Base Damage Increased from 25/25/26 to 29/29/30. Lightning Spear Technique Stun Duration Increased from 1s to 1.2s across all ranks. Feast of Lightning Technique Base Damage Increased from 31/32/32 to 38/39/39. Feast of Lightning Technique CP Cost reduced from 47/47/43 to 41/40/40. Lightning Current Technique Base Damage Increased from 5/5/6 to 18/18/19. Binding Pillars Technique Damage Increased from 45/50/50 to 48/50/50. Binding Pillars Technique CP Cost reduced from 67 to 57 across all ranks. Binding Pillars Technique Stun Duration changed from 3.5s/4.0s/4.0s to 4.0s across all ranks. Feast of Lightning Technique Casting Time Reduced from 2/2/1 to 1 across all ranks. Bubble Mastery Bubble Prison Technique Basic Snare Increased from 1.2s to 1.4s. Bubble Solution Spitting Technique Base Damage Increased from 27/28/28 to 29/30/30. Bubble Spray Technique Base Damage Increased from 33/33/34 to 37/37/38. Great Bubble Shark Technique Base Damage Increased from 33/33/34 to 38/38/39. Soap Explosion Technique Base Damage Increased from 27 to 35 across all ranks. Medic Mastery Chakra Scalpel Technique duration reduced from 40/50/60 to 40/45/50. Chakra Scalpel Technique effectiveness increased massively with damage boost increased from 10/20/30 to 20/30/40. Poison Scalpel Technique Base Damage increased from 21/21/22 to 23/23/24. Poison Scalpel Technique Poison Debuff changed from Rank I/II/III to I/II/II. Poison Senbon Technique Cooldown Time Increased from 10/10/9 to 11/11/10. Poison Senbon Technique Base Damage Increased from 14/14/16 to 20/20/21. Poison Senbon Technique Stun Duration Reduced from 1s to 0.8s. Poison Senbon Technique Poison Debuff changed from Rank I/II/III to I/II/II. Poison Cloud Technique Base Damage Increased from 26/28/28 to 31/31/32. Mystical Palm Technique CP Cost reduced from 50 across all ranks to 50/45/45. Mystical Palm Technique Casting Time reduced from 10 across all ranks to 10/10/9s. Treat Wounds Technique Casting Time Increased from 1s to 2s across all ranks. Cell Regeneration Activation CP Cost reduced from 150/150/140 to 125/100/100. Cell Regeneration Activation Range changed from 10/10/11 to 10/11/11. Cell Regeneration Activation Base Healing Massively Increased - Doubled. Antibodies Activation Fortitude Buff increased from 18/20/22% to 25/25/30%. Antibodies Activation Buff Range Increased from 3/5/5s to 5/6/6s. Wind (Fan) Mastery Slashing Tornado Technique Casting Time Increased from 0s to 1s across all ranks. Wind (Int) Mastery Wind Claw Technique Bleeding Rank Increased from II to III. Wind Claw Technique End Cast Time reduced from 0.7s to 0.5s. Wind Shuriken Technique Cooldown Time reduced from 13/12/12 to 11/10/10. Hurricane Blade Technique Base Damage reduced from 38/38/39 to 36/36/37. Drilling Air Bullet Technique CP Cost reduced from 30 to 25 across all ranks. Earth Mastery Earth Prison Technique Range reduced from 8/9/9 to 7/8/8. Great Earth Prison Technique AoE Range reduced from 9 to 8 across all ranks. Great Earth Prison Cooldown Time Increased from 18/17/17 to 18 across all ranks. Great Earth Prison Base Damage Increased from 5 across all ranks to 5/7/7. Mud River Technique Base Damage Reduced from 30/30/35 to 30/30/32. Ravaging Earth Spikes Technique Base Damage Reduced from 40/40/44 to 39/39/40. Ravaging Earth Spikes Range Reduced from 20 to 15 across all ranks. Weapon (Sword) Mastery Shockwave Slash Technique Cooldown Time increased from 15 across all ranks to 19 across all ranks. Dance of the Crescent Moon Cooldown Time increased from 31/30/30 to 34/33/33. Risky Blade Dance Technique Cooldown Time Increased from 20/20/19 to 21/21/20. Crescent Moon Beheading Base Damage Increased from 29/29/30 to 33/33/34. Crescent Moon Beheading Cooldown Time Increased from 27/26/26 to 30/39/29. Wild Slashes Technique no longer pierces. Weapon (Tools) Mastery Bear Trap Technique Cooldown Increased from 26/26/24 to 28/28/27. Bear Trap Technique Technique Base Damage Reduced from 19/19/20 to 15/15/16. Shadow Shuriken Technique Cooldown Increased from 18/17/17 to 22/21/21. Exploding Spiked Balls Technique Cooldown Time Increased from 18/18/16 to 19/19/18. (Great) Explosive Kunai Technique Base Damage Increased from 20/20/22/22/24/24 to 20/20/24/24/28/28. Triple Explosive Tag Technique Base Damage Increased from 15/15/17 to 22/22/23. Taijutsu (Agi) Mastery Breaking Kick Technique Cooldown Time increased from 6/5/5 to 8/7/7. Breaking Kick Technique Knockback Distance increased from 2 to 3 across all ranks. Speed Mirage Technique Duration reduced from 8/8/9 to 7/7/8. Youthful Spring Mirage Duration reduced from 10s to 8s. Morning Peacock Technique Base Damage reduced from 40/40/41 to 37/37/38. Seismic Dash Technique Base Damage reduced from 18/18/19 to 17/17/18. Whirlwind Kick Technique Cooldown Time increased from 20/20/19 to 24/24/23. Gentle Fist Mastery Palm Bottom Technique Cooldown Time Increased from 11/11/10 to 15/15/14. Palm Bottom Technique Knockback Distance increased from 2 to 3 across all ranks. Revolving Heavens Technique End Cast Time Increased from 0.5s to 0.8s. Revolving Heavens Technique Cooldown Time Increased from 26/25/25 to 30/29/29. Revolving Heavens Technique Base Damage Increased from 21/21/22 to 29/29/30. Vacuum Palm Technique Cooldown Time Increased from 5/5/4 to 10/10/9. Vacuum Palm Technique Base Damage Reduced from 28/28/29 to 25/25/26. Pressure Point Needle Technique Cooldown Time Increased from 322/320/318s to 340/338/336s. 16 Palms Technique Cooldown Time Increased from 12/11/10 to 16/15/15. Mountain Crusher Technique Cooldown Time Increased from 18/18/17 to 20/20/19. Mountain Crusher Technique Base Damage reduced from 32/33/33 to 25/26/26. Mountain Crusher Technique Range decreased from 3 to 2 across all ranks. Mountain Crusher Technique Silence Duration increased from 0.5s to 0.8s.
  16. aRKzM6p.mp4 Added Lighting Effects to a bunch of projectiles for Fire, Water, Lightning, Sword and more More to be added soon! Fixed Character Rotating in Character Creation Screen Improved Lighting on Projectiles
  17. Exile Cooldown now happens when you are forced into exile from killing allies Blessing Messages are now censored the same way normal messages are Fixed 2 Null References Errors Fixed a Byte Error in Casting Jutsu Raised Maximum number of Variables/Switches accounts can hold from 200 to 250 to expand content
  18. Dear Ninja, No more logging in with Usernames Beginning May 1st 2022, players will no longer be able to login to their accounts with their Ninja Names. This is part of measures to increase account security on top of our OAuth 2.0 Standard Login System and (optional) Two-Factor Authentication. As Nin Online grows, so does the attractiveness of hackers or stealing accounts. There has been few, but some reports in the past of people using weak guessable passwords without Two-Factor Authentication and getting their account stolen. If you are currently using your Ninja Names to login for certain accounts with throwaway emails or email addresses that are forgettable, you are recommended to do the following... Save your email of each account somewhere safe on your own PC/Machine, or a cloud storage service like Dropbox. Use a password manager like LastPass or Chrome Password Manager to save your login details on our login page. As a reminder, with the new web-based login systems, logging still only needs to be done once per PC/Machine, and with the help of password managers, switching between accounts should be extremely quick and simple! EDIT 4/30/2022: We've launched a new feature to quickly login to multiple accounts without re-authenticating each time. We planned this launch to coincide with the increased security measures for convenience. Regards, Ueda
      • 9
      • Thanks
      • Boring
      • Like
      • Shocked
  19. Petition accepted.
  20. New Additional Military Police Clothing Options Each village Military Police Force has 3 new clothing options, a vest, undershirt and pants. They are now available from the respective Military Police Force HQ stores. Art contributed by @Hari Nogin
  21. Fixed the following tournament bugs/exploits If a player joins a tournament but immediately leaves, he would still be rewarded his teams wins at the end if at least 1 of his team members were still in the tournament by the end. Players still getting warped in to the start of a match even if they left the event with "/event leave" If a player left the Event he would still be added to the Player Group when their match started, so if two people inside the same team left the tournament, they would not be able to hurt each other while a match is active with their team even if they are no longer in the event If a player is Online but no longer in the Tournament, he would still be counted towards the Teams Deaths, and knowing when the match is finished, which could result in a match hanging/waiting for that player to leave, since it no longer checks when he faints either, so quitting would be the only fix Player would still have his Corp items equipped at the start of his match even if he left the event If a player left a tournament but was still online he would still receive all the Packets and Data the server sends to his Team. If a player left a tournament and his match started then rejoined the event after this match started, he would be in the spectators but he would have been given PVP Whitelist, so he then could kill spectators and they could do nothing about it except leave the event until his match ended. If a player left a tournament and was fighting outside the tournament, and his teams match Started, he would receive a Free magical Heal If a player quit the game and a new player took his Index, it was possible for the new player to receive his Teams Packet data from the server
  22. Fixed Bye Rounds causing Automated Tournaments to get stuck. (Admin Only) Raised max variables developers can work with to make way for new missions/events.
  23. Yeap, it's planned!
  24. Never destroy items when sending them via mail (for tournaments) (Hopefully) Fixed auto-tournaments getting stuck in Event List Fixed server appearing offline on login sometimes Fixed an exploit on tournament prizes
  25. Fixed Tournament getting bugged out by players leaving mid-match. Increased time for Tournament Start from 60s to 180s.