Important News

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


Welcome, Guest.
Please login or register.
Forgot your password?


Total Members: 40473
Latest: NarutoSuper647
New This Month: 398
New This Week: 28
New Today: 28
Total Posts: 54794
Total Topics: 3212
Most Online Today: 295
Most Online Ever: 440
(June 02, 2016, 00:34:37)
Users Online
Members: 1
Guests: 209
Total: 243
Google (4)
Baidu (29)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dragon6624

Pages: [1] 2 3 ... 39
That could be an option, but I kinda like the idea of having to learn a new and simple way of communication to communicate with people that speak other languages.

     Supposedly "Esperanto" has already set out to do that; if you were clever about it, I guess you could use it as a part of your marketing campaign: "First All-Inclusive MMORPG To Utilize Esperanto For Cross-Communication"

     Sounds like it'd make more sense for there to be a background program that translates the input of one foreign player's language into the appropriate output of another's - effectively allowing each player to 'speak' the other player's language(s) a greater or lesser degree.

General Discussion / Re: Character Drawing/Sig?
« on: January 24, 2018, 03:22:21 »
All content is read in this thread. It was a new knowledge for me. I see it as a really useful thing.

...Which faction do you work for: The Aliens, or The Machines?

General Discussion / Re: Character Drawing/Sig?
« on: January 17, 2018, 17:05:26 »
@EeveeLOP Well, you'll still need to get the signature designed by someone else, but I'd like to take a swing at drawing your char; Got any specific sources/preferences in mind besides what you've written for the biography?

especially the part about the speed adjustment - its ironically probably the most intuitive thing about the controls

I really don't see what some people dislike about the speed-rate...seems odd at first, yes, but it's extremely easy to get used to.

Shinobi Life Online Suggestions / Re: SLO Memorial
« on: December 31, 2017, 03:18:12 »
He was permanently banned from SLO (including the Discord server) for sharing sensitive information which he was not intended to have.

...You're joking...

...didn't see that one coming.

Shinobi Life Online Suggestions / Re: Player Vaults
« on: December 28, 2017, 22:19:38 »
     Seems pretty fun and plausible - although I think it would work far better scattered throughout the border-zones, as opposed to the entire world; makes the risk-reward and/or safety factor a bit more viable, in my opinion. Also, that might clean up the need for hideouts, provided each vault was semi-unique in art-design and/or location (similarly to what Cliche and Mamita have already said).

Shinobi Life Online Suggestions / Re: Maintained Defense Jutsus
« on: December 28, 2017, 22:15:18 »
     Earth Dome would be far more OP if it were smaller, making it harder to miss the target while trying to roast them from the outside.

     Anyway, Mankar, thanks for noting that it's a demo (too many people seem to forget), but do remember that that's all it is right now. As for future versions of the game, I think we'll probably see something like that, yeah - defencive jutsu that can be used (perhaps not as effectively as offencive specialists, in this regard) as counter-moves to help pile some extra pressure onto the opponents.

     I think the ultimate question that remains here would be: "What types of executions will the various jutsu have?" Of course, that's kind of unanswerable right now, but it'll probably play one of the largest factors in determining the fun/balance ratio. Well, alongside Squad Dynamics v. Dueling Dynamics.

Shinobi Life Online Suggestions / Re: SLO Memorial
« on: December 28, 2017, 22:01:21 »

Shinobi Life Online Questions / Re: Treaties and Killzones
« on: December 23, 2017, 18:34:58 »
This is supposed to be a hardcore game based on realism, that's the vision at least. Every time you venture off you should be prepared to be perma killed. If a player wont go outside of the village ever for fear of losing their character they shouldn't be playing imo. And it's not like it will be the wild west, there will be some law and order. There will be people out on missions patrolling and protecting. If people are getting murdered at a high rate in your village then that's something your village has to deal with. Maybe you could ask a neighboring village for help for a fee. When merchants are traveling with goods they'll be more inclined to hire ninja to escort them. You see? It
opens up avenues for more scenarios, and more realistic game-play imo.

I still disagree, but Mirage gave much better reasoning (and I believe, thought on it a bit more than I did)...

Well this diverged from the original idea!!
if kill zones are border spacific it's the same as village. Villages would be too limited and players that would rather contribute to the economic stability of the game by farming resources in your own boundary s should be allowed to do so.

That being said. The kage assassination point was a good one. I suggest that remote posts within a tarratory should need to be captured and held to turn off the safe zone within a village tarritory. This would require a large assalt force working to userp the village cammand structure. Or a small precisely timed teem attack on all targets simultaneously!!

     Also @ninja notch post. I've got an additional query around that idea though - would you need to be affiliated with specific opposing factions in order to take them in the first place? If you need to be part of a faction that's openly at war with the other, it'll presumably be very difficult to ambush those areas. However, if you don't, mercenary rogue shinobi might seize the chance to harass those zones on, perhaps, too regular a basis.

     On top of that, what would happen to attackers that don't manage to take the zones, but are instead knocked unconscious within the still-PvP-free boundaries? I'm guessing they'd just be dragged off to (picked up and sprinted back with) the defending village's jails, but I'd like to know what everyone else thinks about this. Finally, I wonder how difficult it would be to negotiate prisoner exchanges, or for prisoners to potentially escape said jails (surely you'd tie their hands apart to prevent them from performing signs?).

Shinobi Life Online Questions / Re: Treaties and Killzones
« on: December 21, 2017, 04:34:47 »
     The ultimate problem here is that "Anyone can be _Example_ if they want to avoid getting killed." If it was at night, everyone would just stay in the villages at night. If it was everywhere, most people wouldn't like the game anymore. If it's everywhere but inside the villages, again, everyone would stay inside the villages all the time.

     With that in mind, why not keep it to the borders between villages, so as to encourage conflict between neighbors instead of internally - while also allowing people to walk freely without fear of dropping dead to the nearest griefer? And if you want to get rid of someone...yeah, you're going to have to find a way to get them there...forcefully, most likely. Alternatively, you could always lock them away for a long, long time.


     Like the Galaxy In Turmoil project, SLO has mostly branched away in terms of aesthetic and lore. The core roots of the gameplay are all still going to be there, but they felt like they needed something more original to both make it more interesting and keep it out of the line of fire.

     There's an excellent piece of concept art regarding the "modern" aesthetic they intended to mix in (it's mostly just redefining the type of combat-jacket used), but for the life of me I can't find it at the moment...

Edit: GIT we just need a project that uses two "O"s, an "F" and an "L" to complete the unintentionally perfect acronym combo.

Shinobi Life Online Discussion / Re: Take a look at this
« on: December 14, 2017, 03:31:39 »
You should've seen what they posted for a trailer outline some time ago, then O_O)...

A. As you said, they're currently working on just implementing the Hidden Hill into the game as-it-stands - however, it isn't any old prototype, but a representative of what the scope every other village will seek to achieve or surpass. Because of the amount of work that needs to go into this, the task has been ongoing for quite a while.

B. So far as I know, most of the Devs are currently engaged in matters of life and livelihood; therefore, it's more difficult for them to pass on improvements to the mods, which makes it nigh-impossible for the mods to pass that info on to the community as a whole. The team is a piece-meal effort consisting of members all over the globe, with all manner of scenarios of their own to take care of in addition to this project.

C. I don't think we'll ever see Rogue Shinobi NPCs (just because they wouldn't serve that much of a point), but I do believe we'll be getting some basic NPCs such as guards to help over-power trouble-makers within the walls of each village. Venue NPCs may also be a possibility - you might want to make use of that handy-dandy "Search" tab up near the top of the site.

Slow down, wouldn't want to give yourself a heart-attack.

Shinobi Life Online Suggestions / Re: My suggestions for SLO
« on: December 06, 2017, 20:03:24 »
A. I only found this game last night and I am now in love...

B. ...sorry if it's too much...

C. ...or if it has been discussed already.

A. That's lust, not love, Jones >_). Cool down for a week, then come back; and if SLO still looks pretty, feel free to compliment, but don't force yourself on her. If you want to see an example of ze TRUE passion of ze 'eart, observe the fans of Camelot Unchained: They had to wait for the entire thing to be built from the ground up, and it's only several years later that the progress is even close to Beta.

B. Nah, you were kind enough to space things out into paragraphs. A lot of people (myself included) have made the mistake of vomiting a slurry of text onto the screen...some don't even have the stomach to handle punctuation marks. And as I've said previously to people who can't stand reading a mere page of text: "I pity you."

C. That is not a viable excuse to ignore the "Search" tab.

Welcome to SLO all the same!

Pages: [1] 2 3 ... 39

Recent Topics

Sooo... by Raidnn
Today at 05:02:41

SLO(W) update!!! by Fraudulent
Today at 01:07:22

Rōguhantā by NightPrince02
Yesterday at 22:29:45

External source (Game Jolt) by NinjaEvolution
March 14, 2018, 22:17:57

Let us help. by NinjaMirage
March 14, 2018, 16:09:48

chakra control system (STATS) by NinjaMirage
March 12, 2018, 21:26:00

Just an interesting idea for a game I had. by Dragon6624
March 11, 2018, 22:19:35

Free fall by johnson83
March 09, 2018, 05:09:47

Logging into the game by JustAGuy729
March 05, 2018, 02:57:32

Miv by mamita
March 04, 2018, 23:54:49

Top Posters

Posts: 2239
Posts: 1605
Posts: 1298
Posts: 1248
Posts: 1116
Posts: 1097
Posts: 1083
Posts: 1078
Posts: 1058
Posts: 972