Search the Community

Showing results for tags 'New'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Items
    • Weapons
    • Tools
    • Special
    • Clothing
    • Monster Drops
  • Masteries
  • Jutsu
    • Lightning Mastery
    • Water Mastery
    • Fire Mastery
    • Wind Mastery
    • Earth Mastery
    • Taijutsu Mastery
    • Medical Ninjutsu Mastery
    • Weapon Mastery
    • Summoning
  • Enemies
  • NPCs
  • Missions
    • Daily Missions
    • RP Missions
    • Story Missions
  • Locations
  • Clans
  • Corporations

Forums

  • Community
    • Announcements
    • Development Logs
    • Discord
  • General
    • Discussion
    • Community Help

Product Groups

  • Membership
  • Cosmetics
  • Appearance
  • Miscellaneous
  • Promotional
  • Furniture

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Ninja Bio


Location


Unique Title


Website URL


Skype

Found 9 results

  1. Im new to the game and I was wondering if there was an ideal location to train as a low level (Currently 15) I've completed my daily missions and now i'm stuck being slapped by every monster! Im a Chakra Med if that helps/changes anything! Thanks, Traff [Im currently rouge as the video I was watching said the Daily Missions are alot better]
  2. So I just started playing the game at the request of Nik, who had joined my Shinobi Striker discord and recommended it. I made my ninja, joined the Leaf, played through the Academy section and am now at the "Reach Level 10" quest, in order to take the test to become a genin. I have some gripes with this section, though. Number 1, the Academy section works well, I think it gives a great overview of what's available in the game. However, releasing you into the village and telling you to hit Level 10 with no guidance(and no access to missions, besides the Hide and Seek quest in the park) really hinders the new experience. The best I can do is talk to the gate guard and ask him for good places to train, in which he tells me the training ground. When you arrive at the training ground there is nothing you can do there, the event interactable(Bell Test) doesn't even respond to my interactions and doesn't give me an error/fail message. I could go and kill some slugs slightly farther down the path, but that is painfully slow, too slow for such a low level. It took me to be informed by Nik that Spiders(and where to even find them) are a better farming alternative at this level range. It's well and good that veteran knowledge exists and helps, but for the low level experience(Especially at level 6) there needs to be more direction until players can accept actual missions to earn meaningful amounts of experience and learn more about the outside map. Number 2, The Exploration mission texts could use some correction or editing. There are 2 locations on the Konoha map which are completely unmarked, being the Swords Shop and the Temple. The Temple at least has *some* physical signage up its path in the corner of the map telling you where to go, but the swords shop has nothing. I wouldn't bring this up if the quests themselves didn't actively suggest that you use the map to find these places. Normally, I wouldn't mind looking around for places but the quest text made it confusing, leading me to believe it was supposed to be on the map while not actually being there, and while also not having any utilities like an NPC to point out locations in the village with descriptors. I'm quite patient when it comes to learning games with an interesting in-game lore and developers who do it for fun because it is such a unique experience. However I think if Nin-Online would like to retain a more active player base it should really try and make the New Player Experience more interesting and enticing for the player. I can say that it was simply not fun to realize that there was almost no utility to help me level up besides grinding low-exp yielding enemies outside the village before I can even take the test to become a genin. I want to be clear though, I'm not hating on the game at all, I wish it every success. It's just really hard to stay interested when the beginning of the game( the game itself, not the players) isn't welcoming to a starter ninja. If I had to give a suggestion as to what I would recommend to improve the experience(aside from improving the village map), I would personally recommend keeping the tutorial inside of the Academy building and adding an additional quest or two that had you put what you learned into practice, such as another room where you could use your academy shuriken, body flicker technique, and taijutsu to beat up a few clones as your small "ending" exam to become a genin, and maybe even a written exam(aka some simple but relevant multiple choice questions) with like 5-10 questions about masteries and what stats influence what. That way it helps reinforce the things you just learned. Right after being released, you could do the village exploration quests to see where everything is, which would land you at level 10 after you finish all of them. Then you could select your first mastery, and begin doing missions like normal and meeting other people. Personally, I think that would land you at a basic level of knowledge where you're not limited in what you can do and gives you the freedom to explore and find out what else is out there.
  3. Zoomed and In-game Reference: @Ueda Does this fit in Nin? (inspired from the NPC Duke)
  4. Hello, Im new to Nin online and im having trouble picking a build. I was thinking going lighting and weapon mastery at first but now im not sure. I would want a pvp based build with at least weapon mastery or gentle fist.
  5. Dear Ninjas, I'm proud to announce that I have finally put the well deserved time into a task that has been on my mind for the longest time ever. Ever since our re-launch in 2013, I had been very, very disappointed with the quality of the Nin Online logo. I had a strong concept behind the design, but rushed the execution so much that it was still a sketchy draft piece when I announced the project back then. Our logo has since been on all our official content, our forums, advertisements and even the game itself! I think we can all agree that the logo is something you look at today and instantly recognize our game and community. So I decided not to stray for from it, but to create a more visually refined and appealing revamp of it. WIth out further ado, here is our new logo! Updated Logo Design The signature shuriken has been refined and re-angled with a corrected perspective, while retaining the most interesting features about it. The circle which is the "O" in Online, has been given a dynamic whirl to it to retain the dynamism present in the previous design while having a more simplified color shading. Here is a visual journey of our logo design changes since the first ever logo in 2007, the first edition of Nin Online. History of Logos of Nin Online We hope that you will hold our logo even prouder in your signatures and when spreading the word of our project here and elsewhere from now on. Regards, Rory
  6. Introduction One of our breaking changes we are trying to push in Alpha 3 is the ability to share your profile song with your friends in-game. You can change your profile song then send it immediately to anyone in-game, all they have to do is simply press accept to listen to it in the client. There are many other features like this we are planning to add into the game, but we want to know your opinion on a few details. Details We need to know how the community feels about their profile song being available to anyone who simply right clicks their character, and this means anyone can listen to it, but if someone wants to share it with you, you must accept it before it will play. The other idea we have is a way for people to create their own profile songs by requesting them from our composer @Afilion, would people be willing to spend money on this service if it was offered? We're all volunteers here, and it is always nice to help out the developers who contribute to the game freely. This makes our time here more valuable since it both helps our expenses and offers more services to our community. Conclusion This is a new idea I had, so it may change, but we thank everyone for their opinions and concerns with it. We will keep this open for a couple weeks to determine the direction for this before it is fully implemented.
  7. Whack's Development Log #3 New Features! Welcome to my third development log! I am writing to you all at 1:30 AM, because I am proud of how much work I have got done in the past few days! We have added many new features, let me start by listing them, and then I'll talk about each. Death SystemNew Item/Equipment Types Running Animations Convenient PM and slash command system Ryo System Online Player Editor Dynamic Item Drop locationsYes, all of these systems have been done in the past 2 days! Believe it or not, that is a lot of work - over 20 hours - and the community has motivated me to work hard. Honestly, I owe it to you guys that I got this much done Death & Revival System Before, when a player died he would be sent to a hospital or another designated spot. Now, when a player reaches zero health, they will turn into a dead body, dynamically renderred based on your players hair, sex, skin color, and other items you are wearing. You will then be given an option to wait 30 seconds to be revived by a medical ninja, or go straight to a hospital. Upon the 30 seconds running out, you will be send to the hospital, and you may return to your body to retrieve any items that MAY have been lost. It will be easy to see where you died, because there will be a body where you died at for 5 minutes! 'New Equipment Types After about three hours, I finished the rest of the equipment types, so that each player may now have a Hat, Mask, Weapon, Shirt, Vest, Pant, Shoe, and Accessory all equipped and visible at the same time! Can you picture the possibilities?! 'Running Animations When a ninja starts to run, you will now see them running with a brand new running animation! 'PM Slash Command Convenience System There is now two textareas below the chatbox, one is a small box where you may type a players name, or a slash command, for example "/g". Now when you type your message and press enter, the system will detect what you have typed in the first box, and send a PM to the players name entered, or send a global message, or any other command you can think of. The convenient part is that the text stays in the first box until you remove it, so you can keep PMing the same player without having to type /p playername message OVER and OVER! 'Ryo System The Ryo system is now completely implemented, which means now you don't need to trade that old smelly shoe for that nice studded vest. You can just buy it with Ryo, duh. 'Online Player Editor A fully functional player editor, incase something is to go wrong when the game releases. We admins can easily fix your problem if one may arise, by editing any variable of your player all while ingame. 'Dynamic Drop Locations When items were dropped before, they would just be dropped in the exact same spot. Now when items drop, they will be scattered around a bit, to make items on the floor seem much more realistic and beautiful. Sometimes, untidyness can be a good thing I hope this made you guys more excited for the release, and if you have any suggestions on what you want to see, post them in the suggestions forum. I love to read them, even if I'm not replying I still am! Thanks for reading! Regards, Whack
  8. [suggestion] Instance Missions Well, this suggestion is about doing missions in separated generated map instances. It would be something like this: Player (With his group in case there's one.) talks to the Mission Guy selecting any of the available missions.After selecting the mission, player (and it's group, in the case there's one.) will be teleported to a new (or used map instance in case it's empty) generated map instance just for them.Then the process of doing the mission would be the same as you do always. It would avoid kill stealing, and also, if there's a lot of people doing the same mission as you, map would be full of people making it a bit annoying. It would also make group missions (in case they're added) way better. ---------- Instead of deleting the map when players have finished the mission, it could be used by other people.(It'd avoid creating more maps, and it would just need to set the NPCs, sort of a restart.)
  9. Hi guys! I don't really use forums, but hopefully I can change my "bad" habits. I'm huge fan of competitive games! Can't wait for this newcomer! All I hope is that skill goes over "no-life points" cause of my lack of time to play video games 'cause I've grown "old". Well basically you can wait from me alot of QQing 'bout unbalanced stuff towards PvPing. ( I've learned my bad habits insulting etc, from my MOBA history. ) Hopefully non takes em seriously! I will do my best to behave nicely.^^ - I don't care PvE that much, only necessary levels or whatever the system will be. And if I'm lucky enough I'll make few friends along the way! See you around. If not earlier, i'll try to get on at the end of this month.