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Showing content with the highest reputation on 05/14/2022 in all areas
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Hello everyone! It seems things have been changing in Nin 2022 so fast that I'm stunned. Recently, everyday seeing all these new and exciting changes, in game and outside so I wanna spread some positivity and thank those for making it happen. Thank you to @Uedaand @TheWolf for your continuous improvement of the game servers, DOQ additions and the new content. You guys keep this game running, keep up your great work. Thank you to @Erox for all the new maps and questlines. I hope to see more in the future Thank you to @Ainz Ooal Gownand @Delp for your work on the Nin Online wiki. I hope it serves this community well Another thank you to @Ainz Ooal Gown and to @Rumaki for their continuing work on the Mastery Guides Videos. I hope they help new players and old heads alike. Thank you to @Raitouand his Balance Team, you guys got ALOT still to do but a thank you is in order for the changes you've made, it's brought back some life into PVP for some people. Thank you to our pixel artists @Fuze and @Pogfor your continued work providing us with awesome cosmetics to buy and style our character with. I Look forward to more. To the owner of Metanin, thank you for such a useful website. I hope it gets updated soon so it can continue to help players. Edit: @DeviaxThank you Lastly thanks to @Naer , @Antar and all the other GMs for their continued engagement with the community through events. Special Thank you to @Ryu for his great work documenting the triumphs of Sand against the Leaf and the many videos he's posted. I've been on this game for two years and this is the most exciting period of time I've seen for the Nin community so far and I'm grateful to have seen how far this game has come in this short time. To anyone I have missed, Thank you and I'm sorry. Everyone have a good day!5 points
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@Defend our Territory! @Hunt/Mission @Raid Gathering @12 Guardians nerdy sandie called Daizo chiiling at scroll shop1 point
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“Since Damage over Time debuffs can no longer stack and reset each other when applied, even at different tiers, (Burn I/II/III and Poison I/II/III/IV being affected the most) some balance changes have to be made so that players aren’t losing hundreds of debuff damage from their kit while farming or over the course of a fight. Adjustments were made based on the following ideas about these debuffs.” Burn DoT Applied by higher base damage Int scaling element jutsus, short duration and fast tick speed with medium damage ticks. Solidifies Fire as the premiere damage element with extra damage on all 6 jutsus Bleed DoT Applied by higher base damage Int scaling element and Str WM jutsus, long duration and slow tick speed with low damage ticks. Helps Wind and Str WM stay strong single target hunting masteries by stopping a target from regenerating HP or changing maps Poison DoT Applied by lower base damage Int scaling medical jutsus, medium duration and tick speed with high damage ticks. Gives Int Med a healthy amount of DoT damage for an offensive support and rewards skill in timing the reapplication of poisons to get the most overall damage from just 3 debuff jutsus. Fire Mastery Rank I Burn Debuff changed to 3s duration, 1s interval, Take 3 HP per tick Rank II Burn Debuff changed to 3s duration, 1s interval, Take 6 HP per tick Rank III Burn Debuff changed to 3s duration, 1s interval, Take 9 HP per tick Dragon Fire Combo now inflicts Burn III instead of Burn I. “Fire players shouldn’t lose damage for landing their jutsus less than 7 whole seconds apart at max rank, they only need to delay 3 seconds to get max value from their cooldowns.” Medic (Int) Mastery Status Extraction Technique Cast Time changed from 2s Walk Cast to 1s Walk Cast Rank IV Poison Debuff changed to 12s duration, 4s interval, Take 20 HP per tick Rank III Poison Debuff changed to 8s duration, 4s interval, Take 16 HP per tick Rank II Poison Debuff changed to 8s duration, 4s interval, Take 12 HP per tick Rank I Poison Debuff changed to 8s duration, 4s interval, Take 8 HP per tick1 point
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Buff/Debuff Stacking Changes First off, to make this clear, the fact that buffs were stackable at all was a bug. It was one that we foresaw would remain in place for a long time, so we balanced around it. We've finally fixed it because it's the same problem that is allowing charms to be abused, stacking them for all the effects. The system was always supposed to look for buffs with the same ID, but never did. It has now been resolved. Buffs of the same kind, including Charms, Bleeds, Burns, Poisons, will no longer stack. It will always use the latest version of the buff. Eg. If you have Bleed I and you get Bleed II. Bleed II will replace it. We understand that this is a major change to Masteries that apply statuses, primarily Wind, Fire & mostly Medic. We will rebalance based on this mechanic change. Mega-fixes to Quick Login Feature Refresh Tokens We've discovered both bugs and major security flaws to our login system that have now been fixed. Previously, we were abusing oAuth2 slightly by saving access tokens, which we have now realized wasn't secure. This allowed banned users and accounts that have changed passwords to continue to have access to the game via Quick Logins. We now use refresh tokens for quick logins instead of access tokens. The good news is now that we use refresh tokens, we can securely authenticate players indefinitely. Meaning you will not need to reauthenticate your character every 2 weeks. They will remain available to quick login forever. Nothing changes for you, the end user besides this! Relogging in of all previous authentications will be required. Sorry for the inconvenience. Fixed some users "Login" buttons being greyed out wrongly Some users were having a weird error that made them unable to use the quick login feature randomly. Sometimes restarting the client fixed it, sometimes it didn't. But it is fixed now! Thanks to @Klone for sitting down with me to test. Fixed Minimap Crashes Fixed an issue with saving minimap configurations that caused some players clients to crash on login. Advanced Lighting Disabled will now turn off Projectile/Animation Lights If you go into your options menu and disable Advanced Lighting, it will now respect your bad decision and hide all the lighting effects in the game, including Projectile and Animation lights. More exile/pardon abuse fixes Fixed another issue allowing players to have teams between Village and Missing Ninja. Thanks @Raijuro for helping with this. Confirmation Prompt for Leaving Corporations You will now receive a confirmation prompt before leaving corporations when you click the Leave button in the Corp UI. No more accidentally leaving corps and waiting for 3 days. Other Changes Fixed Samehada and Chakra Steal Jutsu/Items healing HP when used against Players instead of CP. Cleaned codebase of misspelled "again"s aka. "agian" - Wolf's bad spelling. Clear player's summons before Auto Tournament round starts (could be abused to have summons in tournament matches) Fixed an XP Sharing Bug that could allow new characters to suddenly receive XP from Mobs. Fixed Server closing socket connection with client too early and not sending the reason why the client didn't manage to connect.1 point
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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 800ms1 point
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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 together1 point
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