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Post by Tchalvak on Sept 29, 2010 14:09:18 GMT -5
Go to test.ninjawars.net and login or create an account and tell us if there's anything that doesn't work! Highlights (just a few, with a lot more minor changes): Classes get name changes. Their colors stay the same, but they get more fun animal names. Items get name changes, 'ta be more cool. Clans get avatars and a clan description (public ones). For example: Clan awesome (which I just created on test) has the avatar & description here: test.ninjawars.net/clan.php?command=view&clan_id=58Banner images work best. A good place to make a simple banner is here: www.bannerfans.com/banner_maker.phpA healthbar gets shown after all combat actions/attacks/item uses. Dragon (aka White) class gets Heal skill, which works on self and on others. Beagle can add anything major that I've forgotten.
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Post by annihilate on Sept 29, 2010 22:34:36 GMT -5
I got a strange error that seems to be random, and does not occur every time when I attacked the Samurai.
The heal skill seems to be in order, as well as everything else, after a brief testing. A very good idea to only allow one use per life, as it would be quite over-powered otherwise.
The Health Bar, in my opinion, is a terrible idea. Many new features seem to be removing many ninja-like qualities in the game, and being able to tell how much HP a player has WITHOUT attacking them or using sight removes a lot of stealth given to a player who is ALREADY alive and at the disadvantage to lurking ninjas. I think the health bar should be removed, or be viewable ONLY to "Dragon" ninjas. To be honest, a one use heal is good, but it still doesn't compare to the sheer power of Firebolt and blaze. Giving that particular class the ability to see HP would be desirable as "sight" is now available to all classes.
The Dragon ninja's maximum HP is also still problematic.
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Post by stormy66 on Sept 29, 2010 23:57:35 GMT -5
We should vote on the animal types!!! I pick monkey for one!! and in the test site like the mail it only says "1" even when I have received like 5 or any other number just always stays at 1 mail.
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Post by tmacrevised on Sept 30, 2010 16:38:42 GMT -5
I got a strange error that seems to be random, and does not occur every time when I attacked the Samurai. The heal skill seems to be in order, as well as everything else, after a brief testing. A very good idea to only allow one use per life, as it would be quite over-powered otherwise. The Health Bar, in my opinion, is a terrible idea. Many new features seem to be removing many ninja-like qualities in the game, and being able to tell how much HP a player has WITHOUT attacking them or using sight removes a lot of stealth given to a player who is ALREADY alive and at the disadvantage to lurking ninjas. I think the health bar should be removed, or be viewable ONLY to "Dragon" ninjas. To be honest, a one use heal is good, but it still doesn't compare to the sheer power of Firebolt and blaze. Giving that particular class the ability to see HP would be desirable as "sight" is now available to all classes. The Dragon ninja's maximum HP is also still problematic. i have yet to try out the new test site, but i agree with annihilate
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Post by physicsp on Sept 30, 2010 17:26:06 GMT -5
Is it intentional that you can't shop while dead? If so, I'm concerned about this. I mean, it doesn't make much of a difference for players most of the time, but if a player takes a bounty but then is camped by one or several players until his gold is gone and thus can't profit from the bounty. Also, and less importantly, if a player takes a bounty, then suicides, he has to add the step of resurrecting in the shrine to come back to life rather than spending his gold while dead and then just clicking heal.
I guess I could think of more examples but it all comes down to the fact that I like that you can't do most things while you're dead but I also like it that you CAN shop.
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Post by tmacrevised on Sept 30, 2010 19:17:26 GMT -5
and physicsp makes a good point as well
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Post by Tchalvak on Oct 1, 2010 13:07:56 GMT -5
Starting at the top: Re: annihilate: Samurai error should be fixed (not sure if I've pushed that up yet, but I will soon). Really, the healthbar is necessary. When you attack someone, you should be able to -see- how much your <tiny shuriken> or your <giant metal club> hurt them overall. A simple way of telling the health of your opponent should have been in long ago. Players should not have to do math to subtract the damage that they did from the hitpoints that their enemy had previously. Doing math for something that happens so frequently is just not that fun. Since sight being available to all classes was a solution that the healthbars deal with better, it may return to being a one-class-only skill. However, the combat link showing health when the viewer is dead... ...that'll go away, I'll try to make it happen before the next release, it wasn't really intentional. Stealth, in the future, may make your health un-viewable. Re: dragon class' max health: I don't think that that breaks too much, so I'm going to note it as a bug, but it might take a while for it to get dealt with.
Re: stormy66: The animals are kinda set up to try to match the theme of the skills that they get. In the future there will be possibilities to do things like disguise yourself. Masking your class as other animals and professions, etc, may be possible then. Thanks for letting me know about the mail bug, I'll add that to the list of stuff to fix.
Re:physicsp Shopping while dead was a bug that slipped by us a while back. Due to the way the game is going to change (to a map system, with npcs and characters inhabiting that map), I think it's going to be somewhat necessary to have the
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Post by Beagle on Oct 1, 2010 14:08:06 GMT -5
ROCKET SHIP!
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Post by Balsac on Oct 2, 2010 9:33:21 GMT -5
will there be a coleader option so there can be two people with the same abilities as the leader, it is needed and how about a strength bonus for people in a clan
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Post by Beagle on Oct 2, 2010 13:20:17 GMT -5
This release will not see clan leadership changes, but we've been hashing out some designs for how advanced leadership will work. Strength bonuses for being in a clan probably won't happen, as we're hoping to get away from strength being the only stat that matters in combat. We're working on some more defensive elements and my expectation is that clans will add to defense later on.
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Post by shadow123 on Oct 2, 2010 14:41:06 GMT -5
OMG SO UHM, WHEN ARE ALL THE NEW CHANGES GONNA HAPPEN IN NW?
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Post by Balsac on Oct 2, 2010 15:06:43 GMT -5
This release will not see clan leadership changes, but we've been hashing out some designs for how advanced leadership will work. Strength bonuses for being in a clan probably won't happen, as we're hoping to get away from strength being the only stat that matters in combat. We're working on some more defensive elements and my expectation is that clans will add to defense later on. i think you guys awt to hold off on this new set of changes till you get a clan rank structure or a the very least that coleader option cause for a clan to stay combat ready a very active leadership is needed to keep up their current war and help build the clan, i speak from lots and lots of experience in building those kind of clans, it wont disappoint anyone delaying the next release if you put that in there too, beside most of the changes sound like they are cosmetic things that wont change stratgies much at all. i would really like some type of bonus for being in a clan for the members too, since you guys are going for defense how about 100 extra health on healing for people in a clan, thats on top of the whites skill so they dont loose anything
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Post by shadow123 on Oct 2, 2010 15:12:07 GMT -5
YEAH W/E I JUST WANT SOME CLAN COLEADERS SO BALSY WILL REMAKE RNS LOL ;D
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Post by Beagle on Oct 3, 2010 17:41:58 GMT -5
We will be releasing this block of code before making any new changes. While many of the changes don't really affect the game balance, there are a number of bug fixes going in and a good amount of the code base is being improved. We're releasing now because most of our other goals are pretty large changes and we need this intermediate stage to be clean and tested thoroughly.
You have to understand that the Ninjawars codebase is a nightmare terror from the deep. A lot of the work we've been putting in over the last year (or maybe more, I've lost track) has been to rewrite the existing code so that we can make new features. Making new clan features was impossible until a few months ago when we made a change to the way the clan code worked. There's still a lot of work to do in clans before new features really work out. And there's so much more that we'd like to do but can't because of the mess in the code. Buffs and debuffs are totally unworkable and we've been stretching the limits of the system with the recent changes.
So we're doing a lot of work that is pretty much invisible to the players and it needs to get released and tested. In order to make this work, we added the above list of changes so that players would explore and test the game so we could be confident in this next release. The release after this one should see at least one major game change, and Balsac, we hear your vote for clan updates. Thanks to everyone for testing and voicing your opinions. We're working hard to make Ninjawars a better game.
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Post by Balsac on Oct 7, 2010 11:17:39 GMT -5
i just thought about this one, it really probably just effects me but i was hoping you could put in an option to hide the banner and the avatars for loading speed on dail up like me, i an liking the banner ideal but for battles i will hit a lag for sure, the adds int he shop already got me a bit but long as i can buy stuff dead for awhile im ok, i need that bug alot haha
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Post by Balsac on Oct 7, 2010 11:37:43 GMT -5
holy cow! white ninjas ability to heal others is frickin tight!, is it alway going ot heal that 1000 or is it based like frebolt and increases with levels, i think thats a good i deal too but damge thats a huge advantage haha
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Post by Balsac on Oct 7, 2010 13:03:33 GMT -5
my bad i just found out it is level based from m4w, but i still think it should be like firebolt and icebolt in the inconsitantcy they have,, its like the heal bolt haha
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Post by annihilate on Oct 7, 2010 14:37:26 GMT -5
It can only be used once per revival, or when the "Aura" wears off, so its effectiveness is limited. It is still a huge improvement for the White Ninja though!
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Post by annihilate on Oct 20, 2010 21:30:10 GMT -5
Side chat is messed up, here's the screen shot. It's the part that says: annihilate: Tchal mail
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Post by Beagle on Oct 20, 2010 21:35:20 GMT -5
Making a note here: Looks like the issue might be that anni was able to get a blank chat into the database somehow
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Post by annihilate on Oct 20, 2010 21:41:29 GMT -5
Yeah, it does look like that. Hm, why's it always me that does all this crazy stuff?
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Post by physicsp on Dec 22, 2010 1:25:11 GMT -5
Here's what I see on the test site. Firefox v.3.6.13 Hard to use, hard to see. Scroll bars all over the place Attachments:
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Post by Tchalvak on Dec 22, 2010 1:38:07 GMT -5
Yeah, I'm going to have to do more Firefox and IE testing of the new layout, so stuff that's broken with those browsers (or chrome, or whatever), let me know or post a screenshot. I'll be workin' on it while I'm working on finishing a few of the stuff that still has to be done with stats and new skills as well.
So anywya, yeah, good to know, thanks.
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Post by Tchalvak on Dec 22, 2010 2:43:34 GMT -5
Ok, so, new things are: Layout (which is currently broken, I'm going to have to look into it) Top bar of quick stat breakdown, health/turns/kills, which are also links clickable to heal, speed, and view stats respectively.
New stats: Speed, Stamina, Ki, Karma. These stats are kinda in the trial phase right now, their effects aren't really in play quite yet. Ki will raise with active play, Speed/Stamina raise with levels, Karma will tie in with quests later.
auto-levelling occurs, A few new npcs to find. Seperate login page, having it on the main page was simply getting too disruptive. Duels only get logged if they have a nice payoff. Levels help hitpoint gain on resurrect. Icing has a status effect, ya can't do it twice in a row any more, only once per life. Speeding has a status effect, you can't use it twice in a row any more, only once per life. Clone kill skill, obliterates trivially obvious multi-ers via player action. Midnight heal is now a level-based skill, not a Dragon class skill. Poison touch causes weakness effect, decreases a target's strength. If you are over level 1 and you go inactive, all you have to do is log in later to become active again. It's not guaranteed that you'll keep your inventory, though.
Longer caching -> should result in faster second-viewing loads. Fewer images on the index page -> faster. Faster javascript, hopefully.
Various bux fixes.
Test it! (ignore the layout/display problems for now, I'll be doing another run through to work on those soon)
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Post by Tchalvak on Dec 23, 2010 23:51:26 GMT -5
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