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We have released Shinobi Life Online Pre-Alpha Version 1.1.0.0! This update features Earth Release: Earth Dome Jutsu, Aiming Mode and more! Try it out and tell us what you think.

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Messages - Vreg

Pages: 1 [2] 3 4 ... 64
16
Shinobi Life Online Discussion / Re: Kenjutsu Thoughts & Opinions
« on: March 08, 2017, 09:33:43 »
Thanks for all the feedback guys, I'm happy to hear most of you like kenjutsu and the graphical improvements, both of which are going to further improve as we continue to grow.

I like this format of feedback, nice suggestion @Mars

I have a fair idea now of what bugs came with the update, and I'll make it a priority tonight to fix them with a patch release following soon after (soon in normal time, not in Vreg time).

Regarding chakra and damage consumption, we scaled kenjutsu to be balanced with current ninjutsu.
Some numbers:

- Kenjutsu damage: 66.67 - 100
- Kenjutsu chakra: 66.67
- Kenjutsu hits to kill at base damage: 15
- Kenjutsu total hits with full chakra: 15
- Kenjutsu total kills possible with full chakra at base damage: 1

- Chidori damage: 200 - 300
- Chidori chakra: 100
- Chidori hits to kill at base damage: 5
- Chidori total hits with full chakra: 10
- Chidori total kills possible with full chakra at base damage: 2

We didn't intend kenjutsu to replace our existing ninjutsu in battles, thus we kept it in balance with everything else. Because it has more speed, easier targeting and a wider range of attack we gave it 1/3rd the power of a chidori, but we also made it consume less chakra so you can use it 1.5x more frequently than chidori.

I think chakra and damage wise it's well balanced when compared to everything else (not considering that bug). And in order to fix the long battles we get, we need to reconfigure all of our jutsu together.

17
Unfortunately that would not be possible unless we made separate member groups for clans/orgs and let them have their own boards where they can allow board specific moderators.

tl;dr

Not possible.

18
Shinobi Life Online Feedback / Re: Arena stairs
« on: February 21, 2017, 10:08:07 »
Known bug.

19
So when i unlock my fps i get very low mouse sensitivity, like i have to move my mouse across my whole mousepad to do a 90° spin before i'd do like 3 spins.. (around 250~ fps if thats important) is that a bug or is that on purpose?
Let's just call it a known side effect, we will have measures for setting mouse sensitivity in the near future which will falso fix that problem.

20
Technical Support / Re: I Cant Play SLO
« on: February 19, 2017, 20:02:18 »
Note it says you are *most likely* using an outdated version, this is because you will also get this error if your firewall blocks your connection to our authentication server. Fix it by turning your firewall off or by making a firewall exception for the game client.

21
Technical Support / Re: My game is broken after PC upgrades :/
« on: February 12, 2017, 11:15:23 »
Upgrading your CPU shouldn't turn it into a bottleneck unless you did something wrong with your upgrading procedure where the CPU doesn't work as intended. Driver issues perhaps?

22
Signatures are limited to 300 characters, organization and clan fields are limited to 255 characters. I'll raise all three of those to 500 characters each. Don't get too crazy with it, you're welcome.

23
Put it on my to do list. -V

24
Shinobi Life Online Suggestions / Re: Introduce new payment method
« on: January 26, 2017, 08:46:11 »
h
From what I remember @Vreg has dealt with a Paysafe-card donation in the past, although I might be mistaken.

how did it go?
You can send me a PM with your code + how much it is worth, and I'll mark it as a normal donation. Thanks for wanting to help out :)

25
Shinobi Life Online Suggestions / Re: Let there be growth!
« on: January 13, 2017, 08:51:37 »
@Vreg

I doubt Vreg reads every thread lmao and since no one brought his attention to this one, he might not read it too.
I'll keep this thread bookmarked and get to it later :)

26
Looks great, good job team.
Congrats Whata and Malix!

Edit:
The new model anatomy looks really similar to the one I'll link below
https://gumroad.com/l/ASNC

http://i.imgur.com/sZErcxS.jpg

Looking at these two, surely it must have been referenced?
The one you linked below is the one we showed you, so congratulations for figuring that out. However, we're only using it as a visual reference because it's anatomically correct, our character model is being completely made in house.

27
Shinobi Life Online Suggestions / Re: Anti-AFK Kill Mechanic
« on: November 01, 2016, 15:48:24 »
@Tsuna I'm just pointing out the hole in your logic.

Eh, I actually don't like the building idea. A no kill zone building definitely, but not the quick regen part. Especially if we all agree that if you're not in that zone, you're fair game.
We dont have to include regen, that's just an idea but basically its main function is it being a safezone.

Would a wind bullet be able to hit anyone inside it/ be cast by anyone inside it to hit anyone outside of it?
No and yes. What matters is whether YOU are in or out of the safezone, where attacks originate from is not relevant.

28
Shinobi Life Online Suggestions / Re: Anti-AFK Kill Mechanic
« on: November 01, 2016, 13:44:30 »
@Tsuna I'm just pointing out the hole in your logic.

Eh, I actually don't like the building idea. A no kill zone building definitely, but not the quick regen part. Especially if we all agree that if you're not in that zone, you're fair game.
We dont have to include regen, that's just an idea but basically its main function is it being a safezone.

29
Shinobi Life Online Suggestions / Re: Anti-AFK Kill Mechanic
« on: November 01, 2016, 13:22:42 »
Afk will be used by people as a safety measure too often, like when spectating something they will simply go afk to avoid getting hit. SLO is about realistic ninja encounters not ones where some nerd is immune to getting hit (kek godmode any1?). How about instead we have a safety building you can go inside where both your hp and chakra regenerate fast + you cannot attack each other inside. This building can be abused if you're close to it but if we make it away from the arena and other popular fighting places we should be good (not talking about SLO:MMO).

30
Shinobi Life Online Suggestions / Re: Anti-AFK Kill Mechanic
« on: November 01, 2016, 10:59:55 »
We are implementing an afk mechanism as soon as we release our upcoming permanent character statistics storage and leaderboards. The afk mechanism will automatically kick in after 5-10 minutes (maybe the community can decide the exact threshold) of inactivity and it will show an afk label next to the persons name along with making them immune to damage until they move again. No one will get penalties for hitting an afk person since those hits won't do damage.

I'd say 5 min threshold (chatting is included in activity) + an option to do it manually.
To avoid exploit for chakra regeneration, I'd suggest to turn that (+any type of regeneration) off while in the AFK state.

Perhaps like a sort of Freeze/Unfreeze command but with god mode immunity and without regen. That could work.
Manual afk sounds retarded to me, it can be too easily abused. The system will decide when you are afk. And yeah chatting + movement sounds about good to be the activity determinant.

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