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Showing content with the highest reputation on 07/03/2022 in all areas
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Improved styling of the Mission Tracker Slightly more transparent background, slight border Fixed shadow in textbox text somethings wrapping wrongly Fixed mission logs sometimes having double entries (causing missions log to not load completely) (Structural changes) Server data types moved from modTypes to Type classes Fixed the following chatbox related bugs2 points
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Mission Log (and Tracker) can now display task statuses Until now, the Mission Objectives could only be displayed as one line objectives with limited functionality besides a single simple instruction. Now it can display multiple objectives as well as automatically mark each task as complete when you've achieved the task. Other Improvements to Mission Log (and Tracker) Added small text shadow to mission tracker and improved styling Added individual "Stop tracking" buttons next to each mission in the mission tracker Emoticons Menu This menu is available by clicking the button on the chatbox. It will open up a window that allows you to quickly select an emoticon. If you hover over an emoticon, it will also teach you the /command for it. (Admin Only) Added editor functionality to quickly start and abandon missions When an admin debugs a player's variables live, it will now update the player Fixed Clam Summon mist AoE attack not displaying animations when attacking other NPCs Fixed WarpTo Jutsu (eg. Seismic Dash Technique and Body Flicker Technique) range and not moving you to the front of the enemy Fixed NPCs attacking cloaked players Fixed abandoning daily missions potentially abandoning the wrong mission Fixed the following misc. issues (GMs Only) Fixed /mapreport crash (GMs Only) Improved /mapreport to not go back into search each time you change maps2 points
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For lowbies? This game is filled with the type of toxic people and tryhards that can break a grown art man's mental health. This is the "hardcore pvp" game mechanic. Old players quit because more and more tryhards fill the game with the toxic mindset, player retention is at all-time low because the game is focused on PvP right now.1 point
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New Mission Log This was a priority because we needed to expand the mission log to support more missions as players were getting their mission log full and this caused you to be unable to complete missions. When we first designed the quest log, we never saw the day players would have more than 10 missions at a time, so we didn't think we'd need a scroll bar. This solves this issue as well as makes the Mission Log more useful with the Mission Tracker! Mission Tracker Feature This is still in testing, we may make it save in the future, right now you have to set it up each login by entering the mission menu and pressing the "Start Tracking" button. Better Item Hovers on New UI like Send Mail You'll now see the Item Description in a very similar way to the Old UI system when you hover items in the Send Mail interface. Map Maximum Level Requirement Map can now be set to include a level range that's acceptable eg. a map that only Level 10-20 can enter Fixed hard lock bug Fixed bug where if you logged off in an Instance Map with an Equipment that has a Jutsu (eg. Concealment) it would hard lock your account Fixed the following misc. issues1 point
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Bit of a vicious cycle, I was nice when I started and didn't mind dying in a PvP game but after the 5th time some clown kills you and types 'L' you start waiting on the day you can return the favor. Leaf jumping out with 6 50+ every time for a lowbie is part of it, Sand not letting literally any lowbie through GD without tax or dying is another (Mist dead so who cares). On the other hand, it forces you to learn the game. As a lowbie I learned how to sneak through villages, how to wait at the top of spiders as the response team of 6 leafies came hunting for me then slip by, I learned shortcuts through Mist and flicker points. By the time I was 50 I felt like I learned a lot more about the game than in other MMOs I've played. Besides that I'm not sure what can be done. Telling people don't be toxic isn't going to undo 9 years of player killing and rivalry. I agree with lowering mission frustration. They could be better explained. Bad missions should have exp rewards buffed or mission objectives altered. Especially as a fresh lowbie the ONLY thing you do is get killed, grind mobs and do dailies. Grinding mobs has never been fun, getting killed isn't great so at least dailies should feel good. A lot of new players burn out just getting to 20, despite it being relatively easy these days, because the logical gameplay is to grind and take dailies (which are not worth taking) and nothing else is well described. I'd have to make a lowbie helper account just to help every new player get to 20 in a reasonable time frame. I don't see the problem in telling lowbies there's missions for their level in Takumi, and giving them a map that actually takes them there. The odds are they get killed on their way anyway; that should be the challenge, not the opaqueness of missions in the game.1 point
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