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Showing content with the highest reputation on 06/06/2022 in all areas

  1. So after some quick research in the pits of hell (nin gen) I have my answer to the chakra scalpel isntant cast revert Here is what the balancing is basing its decisions on and why its dumb. 11 is right here, instant scalpels were probably intended as a way to make solo chakra med not have to run around aimlessly for 60 seconds if they got scalpels canceled, but ended up being too much of a buff to tai. so insted of just making scalpels worst for tai we'll revert it to make it worst for meds. (a med jutsu btw) Solo chakra meds do need to be able to fight, else no one would ever play them. The problem with the buff is that it also buffs tai which is why I'm advocating to seperate the jutsu from tai's toolkit. (as it is a med jutsu and not a tai jutsu) So if you have anything to learn from this is that you can sway balance changes by complaining on nin gen. These msgs keep me hopeful that scalpel will get fix when we arrive at the tai patch. Still hoping for scalpels to be part of the chk med identity and not a buff on top for tai but I'd take stacking with weapons being gone and a base dmg nerf with scaling buff. Will keep the thread alive until I see the day chakra scalpel is fixed.
    2 points
  2. Hair Y-Masking Feature FPzY2rF.mp4 This allows us to hide hair under wide hats like Bamboo Hats. This only works in the scenario where we want to show everything below a certain vertical position on the hair sprite. This also lets use keep beards in some cases for these hats Edit: Since the above feature was added, a new patch has rolled out that further improves it. Previously it would cut the hair off at a Y position, consistent across animation frames (eg. Walking, Running). Now it takes into consideration the animation frames and applies the Y-Offset based on the position of the head. Added Intensity Slider for Hairs We've added an intensity slider to Rainbow Hair Dye. This allows you to reach stronger more saturated colors than before. Changed out of combat regen timer lock from 5s to 7.5s Improvements (fixes & optimizations) to Exploding NPCs/Mobs (Admin Only) Fixed Animation Editor not saving animation 1 (Admin Only) Fixed bug causing Jutsu Editor to save Battle Injuries without the art Resolved the following reported issues
    2 points
  3. Would love more people's point of view on the subject. I really want this jutsu to be fixed, not just be a tai sidebuff that is part of another mastery.
    1 point
  4. It was always kinda weird to me that Suwa got an apron for a clan outfit.
    0 points
  5. There's always a lot of questions, or rather complaints, that come in the form of "How come X mastery can do this while Y mastery can do this". Eg. Why doesn't fire have any targeted jutsu, How come Gentle Fist has 100 CP cost and long cooldown on their main jutsu. This is going to be a short series explaining the design behind more unique masteries, or atleast the thought process when I designed them. Balancing Playstyles The idea behind each mastery being good at a different thing comes from classic table-top RPG archetypes. However, instead of building classes around Tanks, Supports, Damage classes. In the ninja world, every class is able to fight, but can also be built to be more tanky, or do more damage, or in some cases be built for utility. Eg. having a Earth Ninja that purely uses agility and chakra, standing behind his team mates in a group fight to quickly cast CCs for his team. Or having a fully attack medical ninja vs. having a fully support medical ninja or anything in between. While some of this is held back by meta, or by incompleteness in features. This is the vision™. We want each mastery to be different in not just how they fight, but how they are experienced on more fundamental levels, with each class having unique leveling experiences, focus in progression, and different improvements when they rank up and how they should traverse the world safely. Tools Ninja aka. Ten Ten Style The mastery is built with a different sustainability dynamic than other masteries. While Tools Ninja can only use their jutsu a limited amount of times before needing to restock up on tools, and become virtually useless when they don't have tools, Tools ninja jutsu cost half of what their non-tool ninja counter parts cost in terms of upfront Chakra Points. While a Fire mastery ninja would be able to last longer out of their village, a tool ninja who is well stocked can last twice as long in a single encounter without charging chakra if their stat distribution is done the same as their enemy. Their downtime would be much less, giving them more time to punish enemies who have ran out of chakra. At the cost of ryo, they get a more complete set of jutsu, being the only mastery that at full potential can utilize Stuns, AoEs and high damage potential. Like a Trapper in D&D, they can set up traps to prepare for fights ahead of time and will find their use more in situations like defending against incoming raids, and fights in the Forest of Death where they can hold their ground more. Traps will be increasingly useful as more possible scenarios are created in the game. In terms of game economy, they also serve the purpose of being ryo sinks where in-game currency is given an almost direct conversion into fighting power. As time goes on and there are more smaller villages in between to stock up on tools it may become more convenient, but for now, having your team members hold tools for you is one way to extend your usefulness without returning to villages. Sword Master Although a lot of people are going to like the idea of carrying around a sword, just because they look aesthetically pleasing. The overall design of the Sword Mastery play-style is based on giving players who love hunting gear in MMORPGs a class just for them! In Nin Online, gear are mostly cosmetic, because we don't want to force players to look a certain way in order to be PvP viable, or look a certain way to be optimally powerful. Looking how you want to look is a big part of giving people the ability to immerse themselves in their ninja identity and role play. The class is based around the way Suigetsu is going around the ninja world trying to collect all the swords of the 7 Swordsmen of the Mist, except on a larger scale, where you go around fighting different enemies to collect swords from all over the ninja world. Playing any hybrid of Sword Master with an elemental mastery will give you a hybrid of both, because having the best swords won't matter as much when only half your kit relies on it. As time goes on and more of the game is fleshed out, I hope to have hundreds of swords with unique abilities, so switching between them can be useful in different scenarios. There should be a good combination of swords you get in different ways. Ones which you can do by simply finishing missions. Ones where you have to hunt bosses for days or months, and when you get them, they are the rarest items in the game. Ones which you can just buy from a shop. Ones that you can only buy from a shop somewhere obscure. Ones that you can only earn from events like we did back in 2013 (and have honored till today. Only Shauri will ever hold a Tsuarigi sword as a player!) To be honest, the current state of Sword Master is something I'm quite unhappy with and am still hoping to distinguish their fighting style more. And... There's still a lot to be said regarding why things are a certain way, and if you have any questions, feel free to ask them and I'll answer them in the next development log!
    0 points
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