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  1. In the fighting spirit of Deathmall & Gen @Deathmall @Gen We are gathering at the Leaf Graveyard (Located North of the Leaf Military Police Force building) on May 16th, 2020 at 1PM EST. In remembrance of a great friend, an ally on the battlefield and a wonderful leader. It will be the end of a great journey but the start of an even better story for a legend. It will be open attendance, everyone is allowed to come not only Leaf villagers. Hope to see a lot of you, we appreciate all the time, effort, and extra support Deathmall has contributed to Nin Online he will be missed no doubt. We will be hosting a gambling event at the end of the ceremony in memory of the old man with some nice prizes funded by the Leaf treasury. If you are interested in coming to pay your respects or unable to attend leave a reply/comment. Appreciate y'all, Raw Special Message from Deathmall: "Thank you all for the experience, it was a pleasure learning,enjoying and fighting with you all over the years. Enjoy good luck friends!" "The End" Gen & Deathmall Short Story It's a dark stormy day in the Leaf village. Standing in front of a couple of young ninjas at the gate, our brothers', Deathmall & Gen. A large raid was approaching... Deathmall steps forward to the ninja preparing for battle. "Leevi, I need you to do me a favour, my boy!" Deathmall said to Leevi as he took a toke from his cigarette. "What's good Death?" Leevi responded "Take the others for safety! Commence tactic 13a" Deathmall said to Leevi with a sudden smirk Leevi shook his head in confusion before quickly getting focused. "I won't question your judgement, this must be a real threat...Are you sure? Gen stepped in and nodded in agreement. "They're coming, get ready!" Gen said as he focused his attention on the tree outside the gate. "Olright you guys follow Dairuto's orders, I'll be back in a moment!" The old man instructed the others as he gave them one bright smile! Suddenly the village gate started to close, Deathmall & Gen dashed forward at extreme speed, everyone was unaware the old man was still able to move like that. All that could be seen was a horde of ruthless ninja rushing toward our gate. The Chunin & Jonins' stood in a horizontal formation as instructed by Leevi preventing anybody from attempting to leave. From the inside, we could see an absurd amount of chakra being channelled from two bodies. Gen spread chakra into his hands creating large bright blue chakra scalpels. The horde was closing in, Deathmall jumped into the air quickly doing hand signs as he fell nearly as light as a feather. Gen kept guard using double his usual chakra limit while deflecting projectiles targeting the Third Hokage. As the enemies approached, Deathmall finished his hand signs landing from the ground with an enormous aura of lightning infused chakra around him as he casts the largest lightning pillars, stunning all the missing ninja making them flee the area. The battle led to the sacrifice of Leaf's Ex-ANBU Leader Master Gen & over-exhaustion of Lord Third Deathmall Sasayaki leading to his demise after the battle. Deathmall Rank: Jonin Leaf 3rd Hokage Leader of the "Red Moon" Organization Gen Rank: Chunin Ex-ANBU Leader RIP 2015-2020
    12 points
  2. Body Flicker / Substitution Improvements Body Flicker Technique for both Mobs and Players have been improved. They are more reliable, in that if the back of the target is blocked, it will use the front, or sides. This also applies to jutsu that moves you to your target like Lightning Cutter Technique and Seismic Dash Technique. 12 Guardian Ninja Added. 12 Guardian Temple Location Added. 12 Guardian Waistcloth Added. Leaf Village Summit Location Added.
    3 points
  3. We had our disagreements but we got along pretty well. He is probably the most emblematic Leader this game has seen so props to him. Good luck on everything he has to take care of IRL, wishing him success
    2 points
  4. Dear Ninja, It's been months since the last development log as usual. Since the game is already released, often times it makes more sense to just release things rather than spend time explaining what we will release or have released. The content speaks for itself! Since today has been a rather productive day already, I wanted to take some time off from patching the game to talk about the current plans for Advanced Masteries and the content on it's way. We have a lot planned and here's a short roadmap (with no ETAs). Planned Updates with no ETAs 12 Guardians Ninja for Leaf village This is the Leaf equivalent of 7 Swordsmen of the Mist and the Puppets Brigade for Sand. 12 Guardians will wear a sash that will increase their stats while worn. Finishing the remaining 3 Clan Outfits! Amazingly, thanks to the contribution of our artists and players who have mostly commissioned other artists to do custom clothings for their clans, we've completed 12 out of 15 of our clan's looks. Arbitrary Level Cap Increase from 50 -> 60 The level cap will first increase from 50 to 60, with some caveats. There will be no new content released along with this, and nobody is expected to grind this out. There will be a level 50 quest line coming in the next round of updates that may take awhile. Here's where things get a bit interesting. From level 2-50 you gain 5 stat points per level, however, once you past level 50, you gain 4 points per level. Once you past level 60, you gain 3 points per level. This is a complete explanation.. 2-50 - 5 points per level 51-60 - 4 points per level 61-70 - 3 points per level 71-80 - 2 points per level 81-90 - 1 point per level 91-100 - no points This may sound confusing, because why is it that it's becoming less rewarding to level past 50? This is to balance PvP at a mid-level rather than all the way at the end game. Or simply put, the stats rewards is purely based on this philosophy: "A lower level player should stand a chance against a high level player" Or in simpler terms "A level 50 should be able to fight a level 100 without feeling it impossible, a level 70 should have a fighting chance against a level 100 and a level 80 should find it very easy to outplay a level 100." Or in simpler terms "Gai Sensei should have a chance to defeat Madara" Or "Naruto should be able to fight Zabuza" The reason why I've decided to raise the level cap arbitrarily is because of this progression plan: 1-9: Academy Student Phase 10: 1st Mastery 30: Summon / Cursed Seal 35: Last Jutsu of 1st Mastery 50: 2nd Mastery 61: 1st Advanced Jutsu 75: Last Advanced Jutsu 90: "Max Level" So if at level 10, you pick Water Mastery, between level 10-35 you learn all your Water Jutsu. Between 35-50, if your time as a fully complete Water Ninja. But the moment you pick your 2nd Mastery at level 50, you don't have any time at all to learn Jutsu, instead you can have all the jutsu of your second mastery immediately. So if you learn Earth Mastery at level 50, and there isn't a buffer period from 50-60, there will essentially be no time between you going from Level 49 Water Ninja to Level 50 Water, Earth, Wood Ninja. So these levels are still fine to raise before adding Advanced Masteries. Land of Iron The Land of Iron will initially be rolled out as an extension of the game's world, with grindable enemies. But will not feature much else. Land of Iron Mission Arc The missions for this land of Iron will come after the place actually opens as purely a grind spot. Along with this, will come new drops, new clothings and perhaps new mini-games. Conclusion The purpose of this post was mainly to explain the coming increase in level cap and why Advanced Masteries / Combined Masteries will be absent in this level cap increase. None of these updates have an ETA on them, so they can come anytime between Soon™ and 2026. Somewhere inbetween may be the new Server revamp, Advanced Masteries, Combined Masteries. But I hope everyone enjoys today's updates! Regards, Ueda
    1 point
  5. **Music to set the theme** https://www.youtube.com/watch?v=r6zIGXun57U Rest in Peace Deathmall, you're a legend and your name will forever echoes between leaf's walls and trees . I was there when you were leading the village as a council, i had the pleasure to serve as your council member in your period as the Third Hokage of the Leaf Village and those were the most memorable moments in my journey. Deathmall is gone, but never forgotten.
    1 point
  6. Believe it or not he was actually a great leader. He was probably the most toughest to deal with when it comes to War. He led his team to the battlefield and he always put himself in danger first before anyone. As a former leaf and being enemies as a rogue, this man was a problem. As they say, A warrior who is prepared to fight must also be prepared to die. Those men were Deathmall and Gen. I will 100% pay my respect for those people who iv'e respected. Both will be missed. :salute: P.S, I hope everything is good IRL. I wish you well.
    1 point
  7. I salute you as a fellow member of Red Moon. You will be missed.
    1 point
  8. "Heroes get remembered and legends never die." Mist will be there in peace to pay respect.
    1 point
  9. Posting some others I didn't posted before: First we have @Hasty Next we have @Amatizu and lastly @Jero with his Ukiyo outifit.
    1 point
  10. Thanks for your hard work Rory, and thanks for keeping us updated on content. I'm sorta excited to level up.
    1 point
  11. This will be my Hidden Mist Village Launch Post-mortem talking about what it took to create the Hidden Mist Village’s initial launch state in Nin Online. It's been a long journey to create this major expansion for the game, and with the release a few months ago, it's been very satisfying to watch the dynamics of the game change. Elk's Work (2013) But the journey to create the Mist village actually goes back even further than you may think. Because it started in 2013, with some concepts drawn up by @Elk, one of the artists at the time. Back then, there was little to no reference of what the Mist village actually looked like besides a blur image on Naruto's Fan Wikia. The only other reference of the land of water, was from flashback scenes of the snowy smaller village that Haku was born in, in the original Naruto series. We had 2 simple directions, we wanted to keep the Mist village dark and gloomy, and really bring out the feel of the Zabuza Arc, and that's all we knew. Unfortunately, all of the artwork that Elk posted back then has gone offline and expired from image hosting sites, so I can't show you what he did. But the way the village looks from his concept art, and what we ended up having is uncanny. My Timeline of working on the Mist village (2018-2019) Like all the villages, it all really starts with a sketch, a very barebones sketch. Unlike the Suna one, this one was done digitally (in paint). Which you can see the similarities between the final product. Going from that sketch (Mid 2018) to this (Mid 2019) is rewarding! Tiles One of the hardest things to make for tiles are round objects, especially large round objects. So making a lot of different sized round buildings for Mist was definitely a bigger challenge than the square buildings in the Leaf and the one size round buildings of the Sand. But I felt that it was necessary for this village. I didn't want Mist village to just be a recolored Leaf village, so the majority of the tiles were made brand new just for the Mist village, besides small common objects that could just be recolored. In total, the Mist village has 3 tilesets (2048x2048) of sprites, 2 of them full! as well as a smaller tileset for the ant cave and one more for the Ship tiles for the new ship ride to the land of water. This is some early style tests of what Mist would look like Maps Although it may sound simple, like oh just add Mist map and the surrounding forests. The total number of maps created for the Mist village thus far is 58 including the interiors to buildings, and there's more to come. With the release of the Mist village also came the small village outside, the ports, the organization bases, the Academy, the shops, Asoki Port village and all the maps previously non-existent linking the old playable map space to the new. I didn't want each map to look like a clone of each other, so I made sure that different parts of the Land of Water felt different, and so it feels more like an entire country, not one village! These maps were all hand crafted and a lot of them contain new artwork made specially for them. The new mist graphic that overlays the maps was also custom made based on the Zabuza Arc's look and feel. The village map consists of unique buildings that can take a whole day to complete, and I took time to make sure maps like the Spa felt different from what you already have in the Leaf and Sand village. Like I said though, because there was little to no references of what Mist village should look like, the entire layout of the village was created originally for Nin Online, and so if you start seeing it look this way in any other game, chances are - they've been playing Nin Online! Mobs & Summons I made 10 mobs for Mist village. Including Ants, Boars, the Kraken etc. There's only two summons at the moment, Clams and Pandas! But for Clams, I wanted it to be very different from the other summons, so we made it so it was a stationary summon and I created Acid Mist Jutsu for it too. Adding summons is a process of doing the art and animations, then adding their Summoning Jutsu and stats, adding their NPC database stats, adding their summoning manual and adding the NPCs that sells their manuals. Bubble Mastery I wanted Bubble Mastery to work and feel different from other masteries, so I designed it around traps and snares, but utilizing a weapon. Although there's still more to do for it, I'm happy with how it looks! The art for it took a few weeks and then the implementation took a few days. Along with every new jutsu and mastery, comes a bunch of backend work like creating Jutsu/Jutsu Manuals/Scroll Scribe in the database. New Items/Equipment Mist Military Police Uniforms, Purple Forehead Protectors, Hunter-nin Robes and Masks, Mizukage Clothes, Mist Utility Vests, Blue and Colored Collar Jackets, Bubble Pipe are some of the equipment I did the art for, as well as all the mob drops and mission items! Oh, and the Bandaged Face Mask was done just a few days before launch to let people look more Misty. Scripting Making maps, doesn't just make them work. There's a lot of scripted systems for features like RP Missions, the Academy, Fainting and the hospital, Imprisonment, Kage command room, adding Mist to the War Event Map, and the Boat Ride too! These take time to make and are all done within the game itself. Missions The mission system is a complicated system. It's built upon both scripting and hard coding. The hard coded system is relatively simple, and it leaves a lot of the customizing each mission to the in-game scripting, so each mission takes a bit to create. I make NPCs and place them around and design fetch missions, I design mobs and place them around and design kill missions, I create a gate map and then script the timers for it, and then create guarding missions. I didn't want to just make missions for the Mist to go to the Sand and Leaf, so I also had to make missions for both the Sand and Leaf to now venture into the land of water. It may not seem like it from one village's perspective, but we effectively doubled the number of missions in Nin Online just by adding Mist! Missions have to be scripted down to the level of what to do to the player when he dies, and it has to be linked to the Village Score System for example, which has to be linked to the War System, and with systems so interconnected, it gets exponentially harder with every additional piece added into it. Clans This was a relatively simple thing to do, I looked through all the submissions for clans for Mist and created emblems for them or used ones submitted. Most of adding clans is just in the UI.. so.. UI & Forum / Website New UI pieces like symbols for the bingo book, the character selection, the world map and the village map had to be made. This was all done around April 2019. New introduction scene for the Mist village was hacked together myself as well! New login screens to celebrate the Mist launch too. The forum and things like updater had to be updated with new graphics pieces to feature our new village as well! Things like promotional banners were and social media images too. Music I did one piece of soundtrack for the Mist village, and the others are done by @Afilion! My piece plays in some of the interiors. I'm not a professional musician like him, but I wanted to leave a mark in a different way. NPCs I created 11 NPCs with full walking and attack animations for the Mist village, for things like Guards, and just wandering NPCs. Other Staff's Contributions Besides, Elk, our ex-artist @Sezu also contributed to the village with Dragonflies & Fox Mobs, 8 Misc. Static NPCs, the Striped Clothing Styled Items, and the to be seen Chunin Headband (Slanted Mist Protectors) & Mist Flak Jacket! On the programming side, there was a little bit of work to be done to prepare the engine to support a third village, which was all done by our resident programmer @Seth. Reaper/Santa Chulo also contributed with yet to be seen art like the weapons of the 7 Swordsmen of the Mist. @Afilion did the new village theme songs! I also commissioned an artist named Daikai to create new artwork for Mist Ninja! Conclusions Mist took a lot of work. It was a lot of carrying from myself. It gets exponentially harder to add more things to a game where every feature is interconnected. I left out a lot of backend work I had to do, and I'm sure I missed a ton of things I had to do. I'm thankful for the help everyone has contributed to the village. There were times I just felt like releasing Mist half done without summons, without organizations, without new jutsu.. but I decided against it because I wanted everything to be experienced at once and for people to get that feeling of a big new update coming, instead of the usual small patches with one or two new items. Although we announced that I hoped Mist would release in 2018, the original pipeline changed very quickly in that year. Between then and now, we also went to add major systems like Summons and Clans which were not initially intended to be added before Mist. I had to spend a good few months working on fixing the major crash bug in 2018 which you can read about here.. Mist was a lot of work, it still is, and adding more content is getting harder and harder. But we'll keep going, slowly but surely. Thank you all for the support and for playing Nin Online!
    1 point
  12. The issue is that strenght wm,s dont nearly go as well with other masteries as int based ones. The basic melee attacks are nearly impossible to hit with(especially if you add lag to this),unless you use them in a combo. And to do that,you need to hit with 1 of your homing,s.....that are not instant,and can be interrupted by a RANGED instant skill. Its also kinda funny that as a wm,sometimes you dont even want to go into melee range...for pve,thats old news,learned to live with that. But a lightning+earth user can be a real challenge for a pure WM with basically just 2,,okay''skills(and no wm sub)that are not just homing skills,but also putting you into melee range and despite being a wm with a sword...you dont want that sometimes,because you can get countered really bad. Ofcourse,you could pick a second mastery,but here,youre heavily limited in what you can pick. If you pick a element,you got to spend points on int,points that you would need for your wm jutsus to be stronger. You could do average damage with both,or high damage with 1 mastery,but someone with 2 elements can do high damage with both masteries and depending on his mastery combo,also have nice stuns or ranged homing skills while wm,s dont have that luxury.
    1 point
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