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Showing content with the highest reputation on 09/29/2013 in all areas

  1. Rory's Development Log #11 Expanding Gameplay & Content This is just a little something to appease those who only look at my dev logs for pictures. The floor tiles are temporary as they aren't done originally, they're ripped from a GBA game right now. It's just a test for the future Syndicate/Missing Ninja main hide away. There will be such tunnels, and a very large "underworld". Talking about Missing Ninja. For those who have wondered about how this will work, you're in for a treat. Note: Everything I write here is subject to change. Faction System Soon after we have a stable village structure for the Leaf Village, we will expand into working on a Faction system that will pave the way for more villages following the Leaf Village as a successful formula. Each of this village (including Missing Ninjas as a collective village) will be placed into a Faction. Factions can either be Allies or Enemies. Village Leaders aka. Kage will be in-charge of deciding which Villages are allied and which are enemies. These decisions will be made through Game Masters, and from that point on, the villages Ninjas will be either.. Allies PvP (button) must be enabled to attack them, sort of like a Friendly Fire toggle. Enemies Open PvP anywhere, anytime. Concealing your identity makes yourself a "Ally" temporarily to everyone. As other Ninjas do not know you true identity, they cannot simply attack you anywhere. However, if they suspect you are an enemy, they may toggle PvP and attack you. Missing Ninjas will always been Open PvP, unless they have concealed their identities. Making more villages After a stable village game play is complete with enough content to satisfy players. We will work on the following in order. 1. Missing Ninjas 2. Sand Village 3. Mist Village 4. Cloud Village What comes after this in terms of factions is not planned and is up for healthy discussion! Content Generally We are very aware that the combat system is generally lacking. It is far from complete and we will be working on it when we have a server capable of handling our player base, stable enough for the long term. There will be many more Jutsus for all the elements, and even Jutsus for Medical, Taijutsu and Bukijutsu (weapon) ninjas. Combat is still undergoing a lot of planning, but we will aim to create it to be as fun as possible. It will be heavily based on Tactic, Skill and Build. We have been getting a lot of Jutsu work from @Kimi and we're thankful! Finally While most of the community has been very understanding about the delay, I'd still like to address this. We're really sorry if our lack of foresight has caused any trouble to anyone! We have gained valuable information from each test, no matter how short, and we spend hours a day fixing it. @Seth and @ have been working extremely hard to bring the game a stable release. Regards, Rory
    8 points
  2. It will not launch within the next 12 hours for sure.
    2 points
  3. Dear Ninja, In the past 2 weeks since we've launched the Alpha test 2 for Gold/Silver Ninja, we have spent countless hours debugging, rewriting codes and adding new features. It has been very hectic and hence the time that was needed to prepare the server for open testing was delayed quite awhile. However, we are going to open the server to everyone starting tomorrow. The game is still buggy, lacking in content and may crash occasionally, but helping us test to further improve the game will be much appreciated. The game's development is slightly behind schedule, but we will push on forward with all of your support! Please note: There will be wipes & there will be crashes. But each time that happens, just know that you've helped us move forward through these tougher times! Opening time will be: Waiting for announcement. Regards, Rory
    1 point
  4. I'm not upset about the game being put off a little longer. However i am a bit upset at the constant broken deadlines. Like i said before, take as much time as you need (by all means don't rush, we don't want it buggy) but please, don't write checks that can't be cashed.
    1 point
  5. So, can I go to sleep without missing the launch.. or...?
    1 point
  6. 1 point
  7. Economics and Rewards! This topic is just going to be another brief and simple suggestion to the staff to improve upon what is already apart of the game. I will mostly focusing on the fact that this game needs some form of economics and reward scaling for monster and player killing. Economics in Nin-Online would equate to the simplistic idea of item prices increasing and decreasing based on the amount of player owned money in the world versus the amount of money that the NPCs have in their 'pockets'. If the players hold a higher amount of money then the NPCs then the items would be significantly more expensive but if the opposite were true then the items within the shops would be significantly less expensive. This can also factor the amount of money that one would receive for the drops they get from a monster or a boss, if the 'economy' has little to no money they would receive less for the item then they would if the 'economy' had a shit-ton more money then the players did. The opposite is also true that if players horded their drops in a warehouse until a better economy arose that they would get significantly more money. ----------------------- Experience and Rewards! My other point to writing this guide is that I believe that the experience being given to players by monster is by far to generous. And the amount of experience required to level up could be severely lowered by adding this little suggestion of mine. Here, I'm going to use myself as an example! As you can see I am a Level 7 Genin, and I am required to earn/grind 4,200 experience to get to level 8.. This is my buddy Wolfie! He is Level 2, with about 25 Health and a whole lot of muscle to chomp on those lower level ninja! Normally if I were defeat this little bugger I would receive about 8 Experience, and 0 Ryo. But with the system that I half-devised using every other game in existence as an example at my current level of 7 against a level 2 monster I would receive half the experience because my level is more then twice it's. For example... //MY EQUATION IN PSUEDO CODE!IF(WOLF LEVEL * 2 > PLAYER LEVEL ) { EXPERIENCE EARNED = 8 }IF(WOLF LEVEL * 2 < PLAYER LEVEL ) { EXPERIENCE EARNED = 4 }If experience were to be filtered this way or some way similar then the equation to increasing experience wouldn't need to be [Max Experience * 2] but could instead be replaced with something less serious like [Max Experience * 1.5 ] with the same end result as the previous version without the need for the so much more intimidating numbers. This system of calculating experience would also help to prevent this; Oh and this also would technically mean that if a player were to beat a monster of a level way higher then his own that he'd receive a slightly higher amount of experience... For example) Level 1 Naruto vs. Level 4 Alpha Wolf would yield Naruto about x1.5 normal experience as opposed to a level 4 or Level 5 player fighting the Level 4 Alpha Wolf and only getting the normal rate. I think I've bored you enough though and I'm sure there are a ton of you who can add onto this system with your own suggestions, but until then.. Peace out my fellow ninjas, Yoshi
    1 point
  8. It's no biggie I'm completely grateful to you and everyone working on the game for contributing to the coolest project ever ^.^
    1 point
  9. Take your time always work when you do
    1 point
  10. At least they put them in spoilers...
    1 point
  11. People need to show support instead of posting meaningless meme's. How would you feel if they just gave up on the game all together.
    1 point
  12. We're so sorry! It's really unexpected problems that arose today.
    1 point
  13. Yoshimitsu's Suggestions for Whenever Possible! First and foremost, I believe that you should only be able to talk to NPCs when you are not in PvP Mode! ?However, when you attempt to press Ctrl to talk to them when you're in PvP Mode, there is a form of reaction from your character that you would only expect from a criminal. Well not literally that reaction, but when you attempt to talk to them, they either begin to fight you for their life as an aggressive mob or run! If you're cruel enough to kill one of these villager NPCs, your effort to be evil shouldn't go unrewarded however. They should drop some form of item that you can sell to the shops and their death should also increase your 'bounty' variable by a set amount. Personally though I'd leave the Village NPCs levels to the discretion of the developers. Also, killing villagers from your own village gives more bounty.. Killing them from others would give less.
    1 point
  14. You clearly are not listening, bots are NOT cool at all! No matter what the freak you do, bots will always be as effective as quests if not better due to the fact that the player has to do absolutely nothing but go about their normal lives. They can go to school, work and all that other crap while still gaining all the Drops, Experience and Ryo that they would normally gain in half the time by performing missions. Botting should be a Bannable offense if caught, because I'm sure even BYONDers know that EZing is the BYOND equivalent to any stand-alone games botting. I'm sure you're going to want to show off all your hard work to other players, instead of having a botter one-up you all together due to the fact he decided to cheat and bypass all of the hard work you put into your character?
    1 point
  15. That anbu mask tho
    1 point
  16. Not going to lie, I actually crave sushi right now because they look so delicious.
    1 point
  17. Rory's Development Log #3 Will of Fire Monument / Konoha Memorial Training Grounds WIP Hey everyone, Here on time to provide another development log. I'd like to mention that any tiles I do, I create bearing in mind making it as re-usable and ready for in-game use as possible. I normally go through 3-4 hours of spriting, plug the tiles straight into map editor, and it will work perfectly because I had already thought it through. In the past, I used to create buildings and tiles more like creating mock ups. I wanted to get it to look good, not bearing in mind the scale for the game, the size, whether I could divide it into 32x32 tiles like I needed to. This led to a whole bunch of useless graphics that needed rework before it saw any practical use. This time round, I've done the Will of Fire / Konoha Memorial. To explain what I just mentioned above, look at this.. I use those walls for a lot more than you see right there. The graves are actually using the same base. So only one 32x32 box is changed, but there can be 8 variations with those few tiles above. The stairs are reused a lot as well. The curved background is a pretty unique structure, so it's only going to be used once. Alright, so on with the Training Grounds. In the Naruto series, you have a bunch of training grounds, a lot of them being very dark looking. Like the forest of death. The one which I've done the entrance for is.. http://naruto.wikia.com/wiki/Zeroth_Training_Ground The darker tileset is done for.. http://naruto.wikia.com/wiki/Mount_Jofuku But they will also be used for many others. Like the famous Chunnin Exam Forest of Death. Now that gate looks a little plain eh? Well I have two signs I plan on re-using else where, that I made into separate tiles. Together they will look something like this. Well that's all for today's entry! Thank you for your support, and do leave comments and your opinion thus far in this thread.
    1 point
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