Leaderboard

Popular Content

Showing content with the highest reputation on 05/12/2022 in all areas

  1. The community balance team is a new initiative currently led by @Raitou Greetings from the player balance team. This is our first patch and we’re excited to hear the community's feedback. There have been a few bold changes, but generally the goal was to balance masteries to a point where they will not require further changes. These changes were made with both solo mastery and mastery combinations in mind as well as all levels of play and game activities. A significant amount of thought and discussion went into these changes, focusing on streamlining mastery identity, so that when you are playing a certain mastery, the kit feels connected and has specific strengths and weaknesses. Wind (Int) Mastery Vacuum Sphere Technique CP Cost decreased from 30/30/30 to 28/26/24 Vacuum Sphere Technique Cooldown Time decreased from 20/20/19s to 18/18/17s Wind Claw Technique Cooldown Time increased from 17/16/16s to 19/18/18s Wind Claw Technique End Cast Time increased from 500ms to 800ms “We’re increasing Wind claw’s self-stun to offer a fair counterplay window to Wind’s ultimate jutsu. The cooldown time is also being increased to give wind players longer downtime on their burst and encourage more use of the mastery kit, rather than just using Wind Claw on cooldown.” “Vacuum is still in a weird spot, we want to make this jutsu more viable, but lack a clear idea of how best to rework it to fit wind’s kit, given our current limitations in jutsu mechanics” Wind (Fan) Mastery Slashing Tornado Technique Projectile Speed increased from 200 to 100 Slashing Tornadoes Technique Projectile Speed increased from 200 to 100 500ms Self Stun removed on Slashing Tornado Technique and Slashing Tornadoes Techniques Wind Cyclone Technique Cast Time decreased from 2s to 1s Giant Folding Fan no longer knockbacks Pink Giant Folding Fan no longer knockbacks Black Giant Folding Fan no longer knockbacks “We want to keep the identity of the Fan Mastery without giving wind + element users in sand easy access to CC.” “Tornadoes is still keeping its cast time - we want to move away from the Idea of flicker guaranteed hard crowd control without significant stat investment, just slapping on a 1s cast time made the jutsu very weak even at max level. It’s safe to give the jutsu some power back in the form of increased projectile speed and removed self stun.” “Wind cyclone cast time has been decreased to promote the theme of Fan having a more fluid and usable series of jutsus with less cast time and self stun than before.” Medic (Int) Mastery Poison Senbon Technique Cooldown Time increased from 11/11/10s to 14/14/13s Poison Senbon Technique Stun Duration increased from 800ms to 1200ms Poison Senbon Technique Range decreased from 15 to 12 tiles Poison Senbon Technique CP Cost increased from 12/12/12 to 16/15/15 Poison Senbon Technique Poison Debuff changed from Rank 1/1/2 to 1/2/2 Poison Senbon Technique Base Damage decreased from 20/20/21 to 15/15/16 Poison Scalpel Technique Cooldown Time decreased from 8/8/7s to 7/7/6s Poison Scalpel Technique Base Damage decreased from 23/23/24 to 20/20/21 Poison Scalpel Technique Poison Debuff changed from Rank 1/2/2 to 1/2/3 Poison Scalpel Technique CP Cost increased from 10/10/10 to 14/14/14 Poison Cloud Technique Poison Debuff increased from Rank 2/2/3 to 2/3/4 Rank IV Poison Debuff changed to 20s duration, 5s interval, Take 10 HP per tick Poison Cloud Technique Cooldown Time increased from 16/16/15s to 22/22/21s Poison Cloud Technique Base Damage decreased from 31/31/32 to 25/25/26 Poison Cloud Technique CP Cost increased from 25/25/25 to 30/30/30 Cursed Seal Technique CP Cost decreased from 60/55/55 to 50/45/45 (Experimental) Cursed Seal Technique changed from % stat buff to +10/15/20 all stats for a 30s duration. (Experimental) Cursed Seal Technique Casts Required for Ranks increased from 100/250 to 150/375. “Int med has been underperforming and was voted underpowered by 72% of players who took the most recent balance survey.” “We want this mastery path to be more viable. This is why adjustments were made to the kit to fulfill its role as a medium damage potential, buffing and debuffing poison DoT support.” “Poison cloud now applies a nerfed poison IV debuff at max rank which now does a total of 40 damage (20 second duration poison debuff that deals 10 damage per tick every 5 seconds). Poison Cloud base damage was reduced to account for this overall damage increase.” “Antibodies and Cursed Seal now give flat stat bonuses so that all players feel like they have access to true buff jutsus that are usable in both PvE and PvP.” “Cursed Seal should feel like a scary endgame self buff that allows for an all or nothing burst window that you risk a 3 second cast time to use.” Medic (Chk) Mastery Treat Wounds Technique Cast Time decreased from 2s to 1s across all ranks Treat Wounds Technique Base Heal decreased from 25/25/25 to 20/20/20 Mystical Palm Technique CP Cost increased from 50/45/45 to 175/150/150 Chakra Scalpel Technique Cast Time changed from 1s stand cast to instant cast Chakra Scalpel Technique now has a 1s self stun at the end of its cast Chakra Scalpel Technique base damage buff decreased from 4/9/14 to 1/2/3 Cell Regeneration Technique Chakra Requirement increased from 50 to 60 “We’ve changed treat wounds to offer more engaging gameplay for medics in fights. We want the dedicated chakra medics to benefit the most from healing jutsus, so its base healing has been decreased so that medic players who invest in less chakra get a less efficient heal.” “Mystical Palm technique has been changed to feel more like a chakra med jutsu - while it’s still available to Int meds, we want to increase the opportunity cost for successfully reviving a player as someone other than a primary medic.” “Chakra scalpel made for fairly frustrating gameplay, where you either successfully cast it and had an extremely strong melee, or fail to cast it and are useless outside of heal jutsus and senbons. This change guarantees a chakra scalpel buff with more balanced damage, but keeps the window to punish medics for using it with poor positioning.” “Overall, these changes will reward the dedicated chakra med, making use of high chakra investment for its scaling and making those splashing some stat points into chakra as a secondary medic less effective.” Water (Bubble) Mastery Bubble Prison Technique (Weapon) Snare Duration decreased from 1400ms to 800ms
    5 points
  2. Dear Ninja, We're deprecating the old suggestions section of the forum in favor of a more intuitive one. It's our "Ideas Platform" where players can post, upvote and downvote ideas in specific categories. Link to Ideas Platform Our original suggestions section started in 2013 and is filled with ideas that get lost to time, duplicates and such. This platform will help neaten it as we can manage what is being worked on and what has been shipped. To commemorate the launch of this new platform, I've also made a development log - that compiles past suggestions that were added at some point - titled "Rory doesn't listen to players". Enjoy!
    2 points
  3. "Rory doesn't listen to players" Nin Online has always been a game where I directly involve players in making decisions, taking suggestions and implementing them as much as I can without destroying the game's design. Sometimes players make awesome suggestions, sometimes they don't. But I try my best to respond. I can be in Discord listening to suggestions and have people telling me I'm not listening to players. So I'm creating this thread as a reference for players who claim that I don't listen to player suggestions because their idea was turned down or not implemented yet. As a disclaimers, unfortunately a lot of the threads are lost to time due to the forum software having glitched at some point and losing a lot of the posts. So between 2014-2021 there's a lot that are simply topic titles that I had to go by. I also didn't have the patience to look through specific balance change suggestions that people posted and verify a lot of them, so for the most part, these are feature suggestions, QoL suggestions and balance changes I remember making. Some of the things suggested have been added but also deprecated like War Events. Some of them are no longer relevant but were added like Tabbing to go between Username and Password boxes in the old login screen. New Ideas Platform This is part of the announcement that we're launching a new suggestions section and deprecating the old one. https://www.ninonline.org/forum/ideas/
    1 point
  4. After listening to @Ueda and @Serias talk about the vision of the game and the amount of effort that went into implementing the Hidden Mist Village and the Hidden Sand Village me and my friend @SpellWiz started brainstorming ideas and a village layout for the Hidden Cloud Village. This is what we came up with, because Rory and Serias appreicate any playermade content that could contribute to future development and success of NinOnline Basic line-art of cloud village layout I imagine use of flicker pads and bridges to traverse the village Exclusive Passive: Body Flicker range is increased by 2 tiles. Decently balanced mastery. Similar to Sand's perfect cloak. Due to the Cloud Village's structure, it's ninja have adapted to traverse the large gaps. Exclusive Combo Mastery: Laser [Water / Lightning] Ninja from the Cloud Village have passed down techniques that utilize Storm release to create focused lasers. Exclusive Alternate Mastery: Cloud-style Kenjutsu [Weapon Master] Agility-locked sword(s) with agility-based weapon master skills. Can use strength-based weapon master skills with the cloud-locked swords, and vice versa. Agility and strength-based weapon master skills share respective cooldowns. Any cloud-locked swords have lower base-damage than current swords, but higher attack speed. Level 10: Cloud-style Backlash Slash Free-aim-based skill. Charge and perform an upwards slash, interrupting casting jutsu on-hit. 1-2 tiles directly in-front of the user and 2-1 second standing-running cast-time based on level. Level 15: Cloud-style Reverse Beheading Free-aim-based skill. Spin instantly, dealing damage to all enemies within 1 tile. 1s - Instant cast-time based on level, 1 tile radius in all directions. Level 20: Cloud-style Riposte Free-aim-based skill. Users swiftly lunge forward creating an extended range of up to 3 tiles. 3-2 second running cast-time based on level. Level 25: Cloud-style Afterimage Strike Target-based skill. After seemingly splitting into 3 from the intense speed, users instantly move in-front of and attack their target up to 3 times instantly. 2-1 second running cast-time and 3-7 tile range based on level. The user briefly appears surrounding the target on all sides except directly behind them, and any spots unavailable reduce the amount of hits. Level 30: Cloud-style Deception Beheading Substitution-based skill. The user feigns Substitution Technique, preparing to counter. Before receiving an attack, they reappear right in-front of the attacker and launch a counterattack. Level 35: Cloud-style Crescent Moon Target-based skill. Makes the user instantly move in-front of their target and widely slash, creating a large crescent shape hitting all enemies within 2 tiles on all sides of the user, except directly behind. 2-1 second run-cast and 2-4 tile range based on level. Exclusive Summons: Drill Bird Walk/Flicker. Lunges forward to attack head-on with it's beak, creating an extended range. (2-6 tile range based on level) Not as ugly or huge as Pain's monster. Baku Stationary/Target-facing. Pulls in all enemies in a cone-shaped radius. (3-7 tile furthest-point range and 1-2 tile knockback towards summon based on level) Not as huge as Danzo's monster. Or a simpler elephant. Exclusive Organization: Kinkaku Force 5 Members. Aimed to be a heavy team-play based squad. Bashōsen (Fan): Weapon-slot item with jutsu-on-basic. Random large-scale element-based attack is released on auto-attack. High damage, as well as effects based on element. Cost 100 chakra per-cast. Gives 25 intellect. Kohaku no Jōhei (Pot): Weapon-slot item with jutsu-on-basic. On use, pulls target towards snared user. (Think 1 tile knockback towards the user, 2 tiles if target is below 50%) Consumes 100 chakra per-second. If a target is touching the user, while below 20% health, they are killed and instantly sent to their hospital and counted as a kill for the pot's user. Gives 25 fortitude. The next three are a testament to the "team-play" design of the organization Kōkinjō (Rope): Weapon-slot item with jutsu-on-basic. Upon the user successfully landing an auto attack on a target without "Word Soul Leak", "Word Soul Extract", "Word Soul Seal", nor "Word Soul Sentence" debuffs, 100 chakra is consumed and the target receives the "Word Soul Leak" debuff for 30 seconds. Gives 25 agility. Shichiseiken (Sword): Weapon-slot item with jutsu-on-basic. Upon the user successfully landing an auto attack on a target with "Word Soul Leak", 100 chakra is consumed, the target's "Word Soul Leak" is removed and they receive the "Word Soul Extract" debuff for 30 seconds. A linked, targetable and invincible, "Word Soul" mob is spawned at the location for the debuff's duration. Gives 25 strength. Benihisago (Gourd): Weapon-slot item with jutsu-on-basic. Only with a "Word Soul" mob as a target, on use the user pulls the target towards themselves. (Think 2 tile knockback towards the user) If the target touches the user, it is unspawned and whomever it is linked to has "Word Soul Leak" removed and receives the "Word Soul Seal" debuff for 30 seconds. After "Word Soul Seal's" duration you receive "Word Soul Sentence" for 30 seconds, during which you are pulled toward the gourd's user. (Think 2 tile knockback towards the user, 3 tiles if target is below 50%) Anyone touching the gourd's user while under the effects of "Word Soul Sentence" are killed and instantly sent to their hospital and counted as a kill for the gourd's user. Consumes 50 chakra per-second while pulling anyone. Insignificant chakra results in the inability to pull "Word Soul" mobs, as well as no one with "Word Soul Sentence" being pulled in. Those affected by "Word Soul Sentence" are only pulled while the gourd is equipped. Gives 25 chakra. Cloud Village is years-away content, and I expect literally nothing to come of this post besides simple chatting. For most things I have given example cast-times, ranges, etc. but more balancing would be required for any actual implementation. The organization items may sound a bit OP or over-tuned, but compared to puppets/ssm I would defend the suggestions. Specifically, the 3-man combo items would require 100 chakra each and 30 seconds to execute 1 person, which a 3-man squad should be able to do easier than using these items. The theory is 3-man comboing the healers and killing everyone else. Also, the Gourd user would be a target the entire time to stop the effects of "Word Soul Sentence." There's also the village layout; according to the devblogs, round buildings are especially tough...that's the entire village. Flicker pads is a personal preference, as I feel that it would be cool to traverse the village that way. Based off the basic line-drawings, a pure conversion to pixel-art and mapping wouldn't be possible, but the ideas are there.
    1 point
  5. as one of the citizens of asoki i liek to point out the boat ride is one of the main way our village makes money so i am sorr but it wont go aways we might add a second boat ride .
    1 point
  6. Horoscopes/Charms Rework Mirai the Fortune Teller realized it was horrible business practice to sell only one kind of charm to each customer. So she now sells players who know what horoscope they are any kind of charm. Eg. Virgos can buy Pisces charms. Charms are also now tradeable. Business is booming now, and so to keep up with the demand, Mirai has increased the sale prices of charms to 25 Ryo each. Upgraded Server to .NET 6 2 years ago, we moved the server from Visual Basic 6 to C# with .NET Framework 4.5.2. A year ago, we announced that we had upgraded to .NET 5 and turned the server into a lightweight console application, along with a ton of changes like moving it to use a cloud database (MongoDB) as it's backend. Keeping up the momentum and updating our technology stack is important. So today, we upgraded the server to target .NET 6, Window's latest release of the .NET framework. https://devblogs.microsoft.com/dotnet/performance-improvements-in-net-6/ It's not as big an upgrade as in those past updates, but .NET 6 is said to be up to 40% faster than .NET 5 and has optimizations in specific aspects of the framework our server software harnesses such as JSON, GC, File I/O, Reflection, Threading, Networking, Buffering. Improved DoT Animations & Lighting Stacking Fixed Charms Buff Descriptions Fixed certain charms being able to be used together
    1 point
  7. You don't need a bridge, you're ninja that can run across the sea. It also gives Mist Ninja who have water passive an advantage that there is no bridge which is important for them.
    1 point
  8. Dull Edges & Sharp Minds Mission is no longer level restricted to up to level 35 Lighting effects assigned to all Jutsu that should light up
    1 point
  9. No that would 1 break RP 2 make it very hard to make the difference on who's akatsuki n who's not 3 akat robe is exclusive for akat members only let it b that way 4 get lost.
    1 point
  10. I've always felt becoming a Chuunin and Jonin was under-whelming. Nothing came with those ranks except a piece of clothing and the rank name itself. My suggestion today is to give more meaning to becoming a ranked ninja for your village. Blood and Chakra pills Tier 2/3- With the addition of tiers to pills, I suggest locking them to higher ranked ninja. It makes sense RP wise, for example the effects of these pills are too strong for a mere genin to use. Only a Chuunin ranked ninja who's faced adversary can handle it. So these should be locked to Chuunin ninjas. Blood and Chakra pills Tier 4 - You must be a Jonin to use these. Charms - I feel like charms are great for the game but really underrated / forgotten. When ninjas do know about them they often get a charm that doesn't work with their build / masteries. My suggestion is that once a ninja becomes a Chuunin (or Jonin) they can travel to the charm NPC and ask for their palm to be read again in an attempt to change their charm for a ryo amount (I suggest 1000 ryo) and they should be able to change it as many times as they want. Discounted items in the village - As a Jonin of the village, you build a rapport with the NPC's you've been serving throughout your ninja journey and they are extremely grateful for being protected by you so they want to show you their appreciation and give you a discount on what they are selling. - Option to buy 100 tools for 150 ryo - Option to buy 100 pills for 20% discount. Example, 100 tier 1 pills costs 2500 ryo, as a jonin you can buy them for 2000 ryo. - Option to buy clothes in the respected village for 20% discount. Example, Mist Pimp jacket is 40,000 ryo, as a jonin you pay 32,000 ryo. Unlock Spawn Points - This is a Jonin req benefit. Being able to spawn at a different area would be an awesome benefit to have because of your hard work of becoming a jonin ranked ninja. Mist Jonins - Unlock Spawn point at Tatori Village Leaf Jonins - Unlock Spawn point at Tanzaku Sand Jonins - Unlock Spawn point at Blood Puppet NPC These are just some that I have on my mind and I'm sure if @Ueda approves then as a community we can think of more. I hope you enjoyed reading these and I can count on your support!
    1 point
This leaderboard is set to Toronto/GMT-05:00