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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 - MurDoK722

Pages: [1]
1
Shinobi Life Online Suggestions / Re: Gaining and Leveling of Jutsu
« on: August 07, 2015, 18:28:06 »
Excellent, I have very high hops for this game. Sorry if I don't see it on the forums everything is a little jumbled up... Good to know that this is the direction they are headed with it. Just trying to spout off ideas and give some positive suggestions and feedback.

2
Shinobi Life Online Suggestions / Re: Technique teachers
« on: August 06, 2015, 19:29:38 »
@Mars I just made a post about gaining and leveling Jutsu. This is a great idea! major Jutsu can only be acquired by a select few of people, or maybe even major figure heads of clans and/or organizations? I don't think there should be a limit though because this Jutsu was given to them by a head master. I do think that unless you are given that Jutsu from that master specifically that you will not be able to learn it. For example someone can't learn the Jutsu from some random person that has learned it.

     This would make for a very creative play style because head master's would be sought after and everyone would be on their own path when it comes to learning Jutsu. Also, Forbidden Jutsu like this should use the majority of the user's chakra but pack an incredible punch.

3
Shinobi Life Online Suggestions / Gaining and Leveling of Jutsu
« on: August 06, 2015, 19:16:42 »
     I mentioned something like this in the Feedback section of the SLO forums. For everyone to start off with a clean slate, only knowing some basic attack moves. Then through training of the jutsu of your choice (Similar to Naruto) your power would grow and experience in that jutsu would make it stronger. Going as far as Training to learn jutsu or some sort of system based on gameplay that allows players to acquire new skills.

     I see some players on here that want staffs and items and it only comes down to the fact that as shinobi material goods are sort of worthless. Except for your ninja tools and Summoning scrolls there is really nothing armor based or weapon based that you need. I think that by making the game more based on chakra control, jutsu, and by using the very controls that are already established this could be done very easily and make the game a more enjoyable experience.

4
Shinobi Life Online Feedback / Re: Suggested Gameplay
« on: August 05, 2015, 23:34:01 »
Okay so with an upgrade to the engine the game will run smoother and the lag will chill itself out?

@Vreg: thank you for the clarification, I now know that the issue is not in the code but in the engine itself. However, Mars did say something about the breaths not working properly and that I can see is somewhat of an issue. I could stand right in front of someone soaking them in fire and they don't take a single hit. Also, I think it is spectacular that the "forbidden jutsu" mentioned takes up the majority of the users Chakra to cast. Yet it still feels very extreme and seems more likely to hit the player than any other jutsu I am able to use.

@Mars: I similarly to Nova, understood the game in about 10 minutes only taking me so long because of the unique run system, even with the help of the commands. All I was saying is these players sit on the newbies server all day, wait for someone to spawn and before they get a chance to play they are killed. I watched it happen to several people by some guy who called himself 1 of the 12 who must "stop the evil players". How can people want to donate and the game increase in popularity if only a select few get to actually play?

Lastly, this is a forum on suggested gameplay. So might I suggest a leveling system of some sorts, not only a player system but being able to acquire jutsu through rigorous training other than being born with it. If that is an idea already in the works I apologize. I also understand that this early into the project devs are trying to just crank out updates whenever possible but setting a schedule for that as well would be fantastic. I actually have 3 Individual people waiting for this game to "become more" and knowing when minor and major updates are happening would help tremendously.

Thank you all who replied to the forum.


5
Shinobi Life Online Feedback / Re: Suggested Gameplay
« on: August 05, 2015, 02:07:49 »
     I just noticed how the targeting system is off, yeah it needs to be realistic. However, I have been right in front of someone with Chidori and it had no effect or because the player is experiencing some lag it likes to call it an attempted lag hit. Which I understand with future updates it will get much better!
     I also noticed that if you donate you get a "Forbbiden jutsu" which I get it you are paying money to a game. Said game does not have much at the moment so make the donors happy. However, Some choose to enter the non donor testing and use the overpowered jutsu on newbies who want to learn how to play. I find this could bring down popularity if I jump into a game trying to learn it and be spawn killed. Maybe making the donors test the donor made game, or decreasing the power of the jutsu would help tremendously.

I will be using this forum to post more with each update, and try and find bugs or issues for the devs/creators :) If it is possible to get feedback through email, or at least a heads up when an update has occurred if someone can reach out to me at kuncesk@yahoo.com. I would greatly appreciate it and will try to be as detailed as possible when and if I come across any bugs.

6
Shinobi Life Online Feedback / Suggested Gameplay
« on: August 03, 2015, 15:09:24 »
Before I begin, I Love the game and all of it's potential! I just want to give solid feedback. Okay I have been Logging on almost Everyday for a month now testing this game. I have found that the targeting system is off. There is no animation when Chidori is fired which makes it very difficult to get a lock on someone, and the fire, and god breath are not very effective... I understand you may be using some sort of collider or targeting the mesh when it comes to attacking possibly? There has to be a way to increase the range in which the player is hit.

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