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Showing content with the highest reputation on 02/09/2022 in all areas

  1. Automated Tournaments are now scheduled every 6 hours There are still some bugs we're working out. 12PM EST - 3v3 Tournament 6PM EST - 1v1 Tournament 12AM EST - 2v2 Tournament 6AM EST - 1v1 Tournament Added Projectile Lights Projectiles can now light up. Added Level 40 Questline: Bandit Raid Thank you @Erox for your hard work in creating this Questline. We now have a level 20,30,40,50 quest arc! (Hopefully) Fixed tournaments warping in the wrong players Fixed Torii and Gangster Han causing crashes and hanging Fix crash from Right-click Menu when player you right click leaves the map Send/Receive Animation RenderState Fixed Scheduled Tournaments not being joinable due to space in name (Admin only) Fixed Attack speed not going down to 0.1s speeds. (Admin only) Fixed projectile damage label being too small to see what you're setting. (Admin only) Fixed Music not loading in map properties.
    2 points
  2. I think a good idea for future quest lines is that they should not spoon feed the player with so much information and be more of a mystery on how to complete. For example a lot of quests are just simple grinds for an exp payout like farming 100 penguin beaks in order to complete. Imagine a quest line that is added and the only information we have is a patch note saying it has been added to the game. We don't even know the starting point and finding it is part of the fun. Examples of this could be a new npc to search for in the world, or a drop from a mob that needs to be returned to its owner. Each step of the quest line should introduce a new mystery to be solved, and difficulty can vary based on what the end reward is. This can also facilitate roleplay, since most groups who find the information would most likely want to keep it safe from their rivals. Information itself can become a currency that's to be used within the world. Pretty much, a problem I have heard from Ueda is that content cannot be created fast enough because players power through it so quickly. Quest lines with this approach take a more time to solve than an npc stationed in the mission room who teleports you to a map with linear progression. Also, these types of quest lines would facilitate more movement throughout the game world and help to create more activity in the danger zones. Players would have to spend more time exploring and testing new theories. Some examples: Certain mob drops a letter or document, player can open the document to reveal a message that gives a hint towards who the author or recipient is, talking to that npc while holding the document triggers new dialogue and sets you out on a journey. An npc mentions something about needing a sword to defend themselves, but without mentioning how that sword is obtained. It could be dropped from something, it could be crafted from collecting materials, etc. The point is that its a mystery rather than telling the player directly what they need. These examples are meant to illustrate the idea that I am trying to present, I hope that future development takes it into consideration to help breathe some life back into the game. Thanks for reading.
    1 point
  3. Horrible. The game's balance been mass nerfing n earth which was considered " balanced " is now strong because everything has been nerfed to the ground. other masteries should get buffed instead. that being said if the mastery needs nerfs anyways here's what id suggest. Pillar has low CD because it's the lowest scaling elemental homing if anything the dmg should be lowered since spikes does so much dmg alrdy Ep def needs a player targets cap Spikes can't b a runcast then earth would have no instant casts dmg earth wall shouldn't cancel that made it a bit overturned and mud river slow can b lowered
    1 point
  4. A mastery allows you to learn techniques of that nature. At level 10, you may pick your first Mastery. Subsequently, at level 50, you may pick your second. There are 5 elemental masteries and 3 non-elemental masteries, out of these 8 masteries 3 have a village restricted second path. Each mastery has strengths and weaknesses. Masteries Fire Elemental Mastery allows the ninja to learn Fire techniques that allow ninjas to dish out large amounts of damage to multiple ninjas. Wind Elemental Mastery allows the ninja to learn Wind Techniques that are sharp, fast and deadly. Lightning Elemental Mastery allows the ninja to learn Lightning Techniques that are high in damage and immobilizing. Earth Elemental Mastery allows the ninja to learn Earth Techniques that have large area of effect and effectively control crowds. Water elemental Mastery allows the ninja to learn Water Techniques. Water is a very balanced nature and as such can be useful in many situations. Medical Mastery allows the ninja to learn Medical Techniques such as healing and reviving fainted ninjas, as well as harness the deadliness of poison. Weapon Mastery allows the ninja to learn Weapon Techniques and gives them strong control over tools and blades, making them able to use things like Shurikens, Kunais, Swords in extraordinary ways. Taijutsu Mastery allows the ninja to master hand-to-hand combat and learn Taijutsu Techniques, taking physical limitations to a new level. Village restricted secondary paths for masteries As a leaf village ninja, you have access to a style of Taijutsu called Gentle Fist Style. You can use Gentle Fist Techniques by learning Taijutsu Mastery and adding your mastery points to strengthen. As a sand village ninja, you have access to a style of Wind techniques called Fan Style. You can use Fan Techniques by learning Wind Mastery and adding your mastery points to strengthen. As a mist village ninja, you have access to a style of Water techniques called Bubble Style. You can use Bubble Techniques by learning Water Mastery and Adding your points to strengthen.
    1 point
  5. Dear Ninja, This questline has been in the making way before my time on the Nin Online development team Its been through a lot of changes and hard work put into it Following the "Land of Waves" Arc, the new location comes with a level 40-50 story arc. Nin Online's main story missions take place in a chapter format that all start from Mission Assignment Desks in each village. This new location contains 14+ quests, new items, enemies, bosses and more! Thank you to @Sezu for laying the initial idea down and @Ueda for being patient with me while I balance out some stuff irl (Also for making the format for this post lol) all love Regards, Erox To discuss this announcement, reply to this topic:
    0 points
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