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Showing content with the highest reputation on 06/10/2022 in all areas

  1. Bosses such as Kraken, Dark Monkey, and Dark Weasel have very long spawn timers and too low of drop rates to compensate. I did a 50 kill experiment on monkey over 3 days and in those 50 hours I dropped only a SINGLE blank. This lack of rewards is a problem across all bosses in the game and leads to very demotivating gameplay. Especially when you consider if a rare item finally drops it has to be shared across anyone who shows up or fought over, causing resentment and distrust between players. Situations like this are not uncommon to see, different teams arguing over who deserves the right to fight the monkey. If drop rates aren't going to be increased then I think that the respawn times for these bosses should be drastically decreased so that more players from our growing community have chances to fight it and earn rewards. Also, increased spawns would give more chances for enemies to conflict during farming, since there would be a higher chance of teams being there to farm. It's really worth considering, even if it brings down the rarity of items a bit.
    11 points
  2. Dear Ninja, I think it's around that time of year again where it's time to commemorate Nin Online's 9th Anniversary. Nin Online started in June 2013 officially (we were working on it for 2 months prior to announcing it) and so every June is a bit special in that we can celebrate Nin Online still going strong. Version 4 On top of it being 9 years of Nin Online, we've also today hit another arbitrary milestone, namely we've hit version 4.0.0, which means you're officially playing Nin Online 4 at this point. To put it into perspective, we launched the Inochi Client aka. New Client aka. C# Client in 2021 as version 3.5.0. The way we iterate the version numbers is... Minor increments, when there is no need to invalidate a past version 3.5.0 -> 3.5.0b/c/d/e/f/g/h/i/j Major increments, when we don't want people of the last version to login to the game 3.5.0x -> 3.5.1 In this way, we've released 194 client updates since April 2021. Which puts us at an average of around 1 update every 2 days. Before this, we weren't tracking updates, but it has always been about that. This is also not considering updates that are only server sided! aX6j08b.mp4 When we launched the C# Client, the number of changes that were in it on top of just optimizations could be counted with your fingers. We had to maintain the same feature set for the most part to retain compatibility with the old server and old client because it had yet to be deprecated. When it launched, the coolest thing was that it had a more modern camera and it had an options menu (that worked). Since then, it's had entire new systems that were impossible before added: such as the Lighting System, Map Baking, Seeing behind walls, oAuth and Quick Logins, Mailing. Thanks to the client being made in Visual Studio, we've had such an easy time debugging for Nin Online in the past year. Just in the past month, we've fixed over 100 reported bugs. We've also had the benefit of working with Github Copilot in the past few weeks, it's almost crazy for me to say this, but we're literally using ML and cutting edge technology to work on Nin Online. A bewildering departure from the days of working with a 1990s IDE (Visual Basic 6) for those who don't know, that's how Nin Online was built in 2013. This has always been the vision and this is why despite many asking for us the retain the old client, we couldn't. We're excited to add so much more that would've been impossible in the past. 9 Years I don't want to say too much and take away from next year's Denary. Because it's still not the 10th year of Nin Online, but it will officially be next year, it's just really close to it. I don't think many people can say they've given a decade of their lives to a project like this. I'm very proud of how far the game has come, and when I say this, I get flashbacks to times where people were telling me Nin Online was going to die soon etc. I even came across a post of myself in 2014 recently talking about how I saw Nin Online maybe lasting 4-5 years. A lot of what I believed was possible then came from similar experiences working on games in the past on Online Games, BYOND, Private Servers. I thought that a game like this would have a short, finite lifespan for sure because that's how it always was. It took me years to realize that it was possible to build a game that is sustainable. Most people who play Nin Online will never learn the deep history of the game. Nin Online is not a game that has ever been about money or even a game that pleases the mass market. To truly understand that, this year, I've written a long elaborate history of the game since its inception and first attempts in 2004. I really hope you give it a read with your time! I think it'll give a new perspective on the game, and also help your understand why I do this and make the choices I make. I'd also be honored if as many people as possible live their lives knowing the history of this little game development scene that happened in the 2000s until today. I don't want the history to live and die with me! The future Well first I have to get some 9th anniversary events going then we can talk about the long term future. But I think the future of Nin Online has never been surer, we'll continue to put out great updates as we always have. We hope you keep supporting Nin Online! Regards, Ueda
    7 points
  3. Ye.. I bringed the topic that boss rewards wasnt encouraging enouhg, more the opposite, so completly agreed, if no drop rate increase, spawn time decrease would do the trick and improve DZ/WZ activity
    3 points
  4. Added more camera controls for Dialogues Camera will now move to the event/npc/player that is currently talking. This is so we can do scenes where it's highlighting different events talking. However, this will come with a ton of camera issues with different dialogues that were made in the past, namely the ones that display the wrong names. If you find these, please submit a bug report here. GM sending mail and items within them is now announced to the whole server (for accountability) Animated Furniture (Placeable Objects) We can now add animated furniture (Admin Only) When admin/developers login they are now automatically invincible As much fun as it was to find myself in the hospital whenever I AFK'd, sometimes I login and I'm making map edits and players start attacking me, and if I die I lose those changes. GMs are still open season! Fixed slug summon not healing its owners due to village checks (Hopefully) Fixed map change (actually map baking) crash My theory is that when I fixed another bug which was causing textures to never unload from memory, the tilesets started unloading which in turn caused map baking to fail. (Hopefully) Fixed the following team bug Improved Player Baking Removed Remember Me & Username options in Settings file (Deprecated) Fixed sending mail base pricing displaying 50 ryo when it was actually 20 ryo Disabled Title new UI test for now Fixed the follow reported bugs Fixed Summoning Toad in Sand camera and name being wrong
    2 points
  5. This is a suggestion I recommended back in 2019 although Rory now seems more open to outside suggestions so here we go again My recommended change: The bosses Kumorui & Manda are almost entirely forgotten about in the current state of nin, what I suggest is removing the current level requirements and replacing them with a group level requirement, ie the total level of all players in a team rather than each players individual levels. Starting with Kumorui at Group Level 110 (4 level 27's or below / 3 lvl 36's / 2 lvl 55's / 1 lvl 56 or above) Manda Group Level 150 (4 lvl 37's, 3 lvl 50's, 2 lvl 51 or above) This would cause almost no change to the level ranges that the bosses are currently designed for while also allowing those above the level requirements to be able to do the bosses, group levels can then be adjusted based on player feedback. Pros: * Revitalise old content for players * Test a new mechanic (group levels) that can be used in future content * More incentive to enter danger zones where these bosses are located Cons: * Could cause influx of drops from these bosses, although the only worth while item from these bosses is shirokata which already had an influx from land of iron. * Could make this content areas to be taken by higher level players thus unable to be completed by the levels these bosses are designed for although these bosses are almost done by no one (especially new players who normally pass these boss levels before even knowing they exist) and this could be fixed by instanced boss rooms.
    1 point
  6. time investment heavily outmatch revenue leaving you with nothing but frustration @Atrane on his 300th kill like some ainz ooal gown
    1 point
  7. 1 point
  8. 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.
    1 point
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