Leaderboard
Popular Content
Showing content with the highest reputation on 08/13/2021 in all areas
-
Connection Status text now shown during login on the client To inform players what's going on in the background while they login. No more Authentication Server Removed the need for central authentication server application by using modern database, cloud-based replacement. This also means the issue where the server would not "come back online" after automated scheduled maintenances is fixed. Cloud-based Saves Rewrote saving of player data from saving to local JSON files to saving into cloud database. Upgraded server to .NET 5, stripped down to lightweight console application Faster generally, cross-platform server application. Server ported to a Console Application. Replaced ZLib with LZMA A Modern, faster compression library, with better compatibility. ZLib was causing some players to be unable to run the new client. New oAuth Login System (Social Logins!) Rewritten login system to login through OAuth 2.0 standard which allows players to authenticate directly through the forum. This also means social logins is working again after all this time. Not just the existing methods of social logins, but we can basically add any service that has oAuth as an authentication method for Nin Online! Map Instancing We now have the in-engine functionality to create instanced maps. This for the time being will just used for Player Housing. Player Housing Player Housing is now implemented into the Engine, however there are currently no purchasable houses in the world, we'll add them as soon as we ensure the server is stable. Furniture System aka Placeable Objects Placeable Objects, there are now items that can be placed into the world (not just houses) like a Chair, or Table. Corporation aka. Corps System This is the successor to Official Organizations. Player Organizations will be a completely separate, new system in the future. Corporations is a fully in-game replacement of player organizations. Kages can now manage the corps in their village, and assign leaders there. Leaders can manage members. Each corporation can have a unique set of roles/titles. Each corporation can have a time limit for how long a member can stay in it, and a cooldown for how long before you can rejoin it. This takes effect whether you were kicked or time runs out to prevent abuse. The in-game UI for Corps is currently using a temporary UI that only works when running in windowed mode. New Player Reporting System The previous report system was essentially useless. You can now Right-click -> Report a player to open a game window that asks you what the player is doing wrong. This will immediately alert any GMs online about it, and save the report to our cloud server, where can handle data better than ever before. Profanity Chat Filter In an effort to encourage better player communication, we've added a system that replaces words like the N word to a cleaner alternative. Added 144 FPS cap on the client This was missing in the previous versions of the Inochi client. Stat Reset at Level 10 This is now a permanent, automatic feature because I don't want people feeling that they didn't add the right stats at level 10 and need to buy a stat reset or create a new character. It's too early to take a player's money, and they didn't know any better. So at level 10, your stats automatically reset, no item required. Forum upgraded The forum just underwent a major upgrade after quite some years. It should contain a lot of cool new features coming soon! Client now prioritizes 64-bit processing mode. Replaced client fonts. Improved Map Loading times by improving process and using better compression method. Rewrote how Packets are handled on the server, Improving latency by up to 20ms Fixed jerky movement present on the Inochi client by rewriting movement client-side to use Linear Interpolation and time instead of pixel-by-pixel movement. Fixed Blurry Textures after Zooming Bug Possibly fixed the Client bug known as "After Images" Fixed a bug where typing in some UI would trigger HUD and interact with the game. Map Transitions are now Time Based instead of FPS based and should be consistently fast on lower FPS capped clients. Fixed some issues causing the new client to not work on some computers, related to outdated libraries and rare crashes, based on player crash reports. Fixed client grabbing your wrong IPv4 for localhost testing. Fixed some visual flaws in Character Creation with the Mist Village button (No animations). Improved Combat Text to move at a consistent speed on all FPS. Client now Times out during Server Selection if it fails to login after 30 seconds Fixed a bug where Jutsu with cooldowns less then 1 second wouldn't be correctly processed Fix to Slow Cast Jutsu making walking move players backwards Fixed an exploitable bug where two trades could be opened at once Fixed a lot of issues where the Client would disconnect from the server unexpectedly. Rewrote game's time calculations, which Improves Server Responsiveness for attacks and Jutsu. Optimized, refactored login processing to speed up logins dramatically. Halved the server startup times by threading loading of data, allowing for faster server scheduled maintenances restarts. Powerful server Job System, allowing for tasks to be multi-threaded, put simply, This improves server performance. Improved the new UI System (Currently used for options menu, housing menu) rendering performance. Fixed an issue with resizing your client making the cursor invisible on the title bar of the game. Game Masters & Developer Related Changes Players can now be muted for longer than 255 hours Fixed some of our Live Editors crashing the game on the new client /heal can now be used by Game Masters, allowing them to remove Battle Injuries from players Clone/Paste functionality has returned to our Live Editors. Fixed many Event Management commands not working as intended Added /faint to force yourself to faint PatchnoteFeaturesHeader.png.cb804e75c3da7a4e81a4bcaf546ecd6d.png.1477a5ae2419bed77fe06f7c7eeba9de.png.url19 points
-
I was left feeling pretty upset for myself and my fellow player over the charm system when he told me what he was doing with the ryo i gave him for blanks. He told me that he was resetting his entire account saving 500 ryo and going to roll on the fortune teller praying he gets the charms he wants so he can actually begin playing the game? Why is this system in your game? What am i gonna tell all the new players I'm trying to bring into the game that their accounts are inferior cos they rolled poorly one time at the fortune teller? People telling me I might as well just reset my char cos I didn't have the knowledge and foresight to know this when I began playing your game? Why can they not just be traded by players to make this system interactive for players an just increase the price of them to accommodate that? Why can you just not re roll the fortune teller once a week or something its not like you don't do that thousands of times over with scrolls? Currently everything in the game power wise to my knowledge can be gained with effort, social interaction and time while playing the game this however actively makes you not want to play the game while you re roll this to your charm of preference its disrespectful of players time to have fun in your game. I do hope you consider changing it in the future.6 points
-
The music on profiles was pretty cool and allowed you to add atmosphere to your Ninja Bio, bring it back plz.3 points
-
I was wondering if maybe we could have an option to show/hide our clan in front of our names. Some people have unique and interesting nicknames and i belive they would rather to not have anything in front of it. I know there is an option to not pick a clan but some people might want to be part of a clan to enjoy in full their benefits, and they dont pick it because they would rather to keep their unique nickname. So my suggestion is to have a toggle button next to our clan name in character info window, so we can show it or either hide it. This might also bring some more fun to RP when people get asked to reveal their clan they can simply show it and hide it again. @Ueda2 points
-
2 points
-
2 points
-
Currently some of the Forum changes I've noticed that alot of you want agree with will be posted here. You can no longer make organizations instead it is called Clubs and from what i see you can not leave them if you make it. If someone knows how please PM ME x.X You can no longer add profile music to your profile and you cant listen to music that feature is gone You can no longer edit your background on your profile that feature is gone You can now earn badges and ranks on the forum. Badges are earned for doing certain things on the forum. Ranks are TBD ANBU member amount has been lowered Police Force member amount has been lowered Will add to this List as time passes1 point
-
1 point
-
1 point
-
Ello Ello people of Sand I have questions for you interesting peopless (this poll is the first of the various ones in the coming week)1 point
-
1 point
-
1 point
-
1 point
-
Org system was reliant on our forum being outdated to be compatible with a forum plugin and our server directly interfacing with MySQL tables to get information. Current corps system is still in development, once it has proper in-game UI, it will be much more easily understandable. Old login system relied on having an authentication server application, which we deprecated in favor of moving everything to the game server itself. The old method of logging in is both completely impossible and also madly inferior in everything except people not liking to open browsers. Unfortunately, this is not our idea, this is the oAuth standard as provided by all the large web conglomerates coming together to decide on a web standard. We would embed it into the client itself, but that's no longer supported by Google. Login system can still be improved further, hopefully in the future allowing for players to authenticate certain characters once and never again (unless a password changes), and selecting from as many without entering any passwords. This is only possible with this oAuth login system. It is also more secure, allows players to use 2FA, Social Logins etc. Filter system remains, if you're the kind of player who needs to use the N word, f bombs etc. to enjoy an online game, you need to re-evaluate you life.1 point
-
1 point
-
The title in itself says what is being suggested but I'll elaborate more on it. Currently Blessings cost 10,000 Ryo. Why would you spend 10,000 ryo when you can pay a player 5,000 ryo for the 5$ nin cred to buy a blessing. I understand this would cut into your profits Rory but at the same time this would be a better way to get Ryo out of the economy and would make actually buying Blessings from the NPC actually happen.1 point
-
1 point
-
When monks were added they cost 5k and then the price got doubled because it was somewhat easy for 5 or so lowbies to come together and add their ryo to 5k. I agree that its too easy to just rather take the risk of buying 5 nin cred instead of dropping 10k ryo for it, which makes the monks obsolete.1 point
-
1 point
-
Dear Ninja, The next update for Nin Online has been awhile coming now, and we're also not sure when we'll be able to get it ready to launch. We're working almost every day of the week to try to make sure the update is the best it can be. But in the end, it's only really going to disappoint a large number of people because just by launching it because it's not like straight out content updates, we've been working on underlying systems a lot to get the game fully modernized. We put time into the wrong things In hindsight, a lot of what we've been working on is less important than it seemed. Like we re-programmed the entire game's saving to be Object-Oriented, in a production-level cloud database, MongoDB Atlas, but in the end, it's still going to be entirely the same for the end user. So it's a shame, it's something I believed was going to be a seamless transition, but took weeks out of our time to resolve all the problems, and we might still be having some. And again, in hindsight, this should've taken a backseat to working on things people care about or would directly affected their gameplay. Cloud saving is nice to have, and it brings about opportunity for stuff like a Web frontend for Nin, like imagine being able to display your characters on the forum, or edit their name from the web, manage your items etc. We rewrote the login system to use oAuth, a clean login standard that means no more entering your password every time you want to login too. It also simplifies our server's job of checking MySQL tables to check if a player is banned because oAuth handles all that on the client and web side. Logins should also just be faster in general now, as we've rewrote a lot of the underlying login code as well. We updated the server to work with .NET 5 instead of .NET Framework. It's basically Microsoft's latest development framework. Which sounds like a small change, but .NET Framework is ancient technology at this point. .NET 5 allows us to modernize the server even further and export it as a containerized server for hosting services like Heroku. This also means that the server is now a console application, and cross-platform (we can host it on Linux servers which are cheaper because Linux is free and Windows Servers need licenses, Linux servers are also more easily available). Along with this, we also halved the server loading/launching time. So less down time between server restarts. Wolf rewrote the packet handler thread in this update, it should shave off about 20ms off larger packets. We updated our networking library to use it's latest version, this was an attempt to fix some low-level bugs with disconnection we were having. We replaced the compression library from Zlib to LZMA, which fixes a lot of compatibility issues players were having with the new client and potential crashes. We also managed to get map packets and map loading down a lot with better compression along with reducing the amount of packets needed to be sent on login by almost 10 fold. So faster logins, better map loading times. But in order to do this, it meant we had to deprecate the old client. It's a weird situation. In order to deprecate the old client we needed to make this change, but Zlib was also making it so some people couldn't move to the new client. We have the player housing update, furniture update and corps update in this too one patch too. We also used MongoDB to replace an entire component of our server architecture, our authentication. It's now an entirely passive web-based solution. Servers register to an online database instead of sending that data to the authentication server to do the central server selection stuff. As such, we also had to make it so the server does the saving directly to the cloud instead of the authentication server. So a lot of these things were interconnected, and had to be all done at once. This directly caused us to stack update after update into one patch, and it became harder and harder to push one patch without issues. With all the major architectural changes and low-level code rewrites, a lot of things broke. Because of the nature of the changes we were making, we also couldn't make them independently of each other, so it had to be one big update or nothing. There's also a hundred other things I've left out, including reworking movement on the client side to animate smoother. These things don't make the patch any more complicated, so it's not worth mentioning. Hectic month of testing with BR Server We started testing the latest patch around a month ago on the Brazil Server now. During that time, we've fixed issue after issue, and some of the "fixes" were also entire rewrites, which caused more issues. It's been stressful, we've had days spent just fixing login issues, and days spent just fixing saving. We've had data corruption issues, where players accounts and all their data become too messed up to fix, and we've had to do hacky fixes for them like restore partially their data from old backups. We've had a period where the same player couldn't login for a span of days, and we realized the server wasn't disconnecting players properly. Stressful stuff. We've had issues where resetting characters wasn't working and worst yet, it created a duping exploit. We've had more of these issues in a span of a month, than we've had over the last 3 years of development. We pushed two new major features, one is currently being used actively, and that also came with it's own issues, but was a lot easier to fix than the issues that came from major architectural changes. Though some have been incidental to them. We've had issues where players were logging in as other players when they tried to login at the same time. We've had players spamming us telling us we're idiots and we should just put back the old client, we've had players spamming us telling us to revert to the old server, to stop using them as a test server, all while our full-time job had become fixing issues for a month. It's been stressful, for both me and Wolf. Side note: Whenever Brazil players complain about the issues happening, we sympathize with them, but we also think about how up until now, they've only been getting updates that have been screened and tested by the NA/Global server (you guys) and so they're fortunate to not have been the guinea pigs up until now haha Irreversible Update The worst part in all this was the difficulty in which the reversal of this update would've been. In order to update Brazil server, we needed to move all of the existing data into the cloud into a slightly different format. Which meant if we want to reverse the update, we would need to build a software to convert the data back into our old format as local JSON files or rolling back players a month. So it's been a go hard or go home month. There were times where I'm so tired I wanted to reverse the entire update and call it quits (this also happened just yesterday) but I had to force myself to look through code and fix it instead, despite being so sick of it. This is going to be even more so irreversible for the main server, because in order to update the next patch, we have to update the forum software, and that's one-way. So we're going to have to be even more careful with this server, which is why we're taking our time and making sure everything is good to go. The worst part I'm also stressing out about how this update won't bring enough content to make players happy, or bring gameplay value to people. It's very painful, knowing this, because we've been working so hard on this, but I know in the end, this is more for the sake of the game in the long term, and also some of it is just wasted effort. Most people won't care that the game server runs slightly smoother and that login is faster, more convenient etc. Nobody is going to care that player data is now stored in a cloud database. This update has been months of work now, but I'm just waiting for the criticism on how it's a shit update etc. It's going to happen, and I'll understand why, but it'll still be hurtful. This update when it takes into account how much work has gone into it by two of us, thousands of hours of work, which means tens of thousands of dollars worth of work. It's not funny for me, it's very painful. And I agree with players, is it really necessary? We could've done without. I could've just not have a full-time programmer, and I could've just focused my time on working on stuff people care about like adding more Jutsu. This has been the hardest months of development since maybe 2017 when the server was unstable, crashing every 1-4 hours, and it's self inflicted. The bright side The bright side is that things are looking much better, there seems to be some rare bugs that happen, but it's stable for the most part now. One guy claims he managed to login multiple times in a row without it saving his progress, which we're looking into. And there's some others who seem to not be able to login sometimes. We're looking into that too. The reception of the update has been a lot better, after holding a tournament yesterday, Kenock (Brazil server admin) remarked that the server felt smoother than ever with a large number of people on the map, and it was a high activity period of Brazil server as well, so there were lots of players online in general. Brazil server host is also notoriously bad (despite being super expensive), so if it runs on Brazil's server well, it's going to run even better on NA's. We don't know when we'll be confident to launch this update on the main server yet. Because if anything messes up, we'll be running heroics, fixing corrupted data, or salvaging the situation, pushing updates on two servers instead of one. This is another reason why we regret so much making this update so major (on an architectural level). We did also have to do a lot of this in order to deprecate the old client. We did spend some time making sure the new client is ready to completely replace the old client, and that anyone will be able to use it. So we haven't had anyone on Brazil server that can't use the new client completely anymore... Lastly, I'd just like to apologize in advance if what we've worked on doesn't please you. I know, it's not what anyone wanted. But we've been doing what we thought was important. We've re-evaluated what's more important going forward and will focus on bringing content updates here on out. It's both easier for us, and more fun for you. Regards, Ueda EDIT: Just thought of something funny. Maybe the reason we worked on Cloud saving is because everyone kept asking "Cloud when?" and we interpreted it wrongly EDIT2: Some of the low-level changes we made include rewriting the game's method of calculating time, and the spell buffer. This could've been causing issues with sometimes your jutsu not casting when you press it, and small things like that - that maybe some players will notice.1 point
-
1 point
-
1 point
-
1 point
-
What has that @Ueda this is downgrade in my opinion none of the games with a client need login in the browser to play a game. The new long in change in this update for me is a trash. Another reason why i hate thism, ninbrasil login is compelte bug because of this feature and must time u need login in must time to work and in nin brasil u have some disconection Idk is beacause of this but in global neer i never be disconected for no reason(maybe with trash conection but not because the game wants dc me).0 points
-
Hokage 1st: Rory / Councils: Deathmall, Zintosso, Indra, Man 2nd: Shirou / Councils: Deathmall, Zintosso, Indra 3rd: Deathmall Sasayaki / Councils: Caio, Hawt, Ishyn 4th: Ishyn Sasayaki / Councils: Atrane, Leevi, Arashi 5th: Fritzo / Councils: Corgee, Jellal, Sour 6th: Kuraen Vali / Councils: Yousei Reiketsu, Kuraen Ohiya, Hoseki 7th: Shotoho / Councils: Raw, Ljones, Charky 8th: Kuraen Macdom / Councils: Raw, Ljones, Charky 9th: Atrane / Councils: Esty, Prado, Josh 10th: Esty / Councils: Jiroubou, Ryutekzu, Chaotic 11th: Sin / Councils: Vinsmoke, Bogdan, Skywalker 12th: Fire / Councils: Vinsmoke, Bogdan, Skywalker 13th: Bogdan / Councils: Kajin, Atari, Tsuuyoi0 points
This leaderboard is set to Toronto/GMT-05:00