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Shikayaru last won the day on January 13 2016

Shikayaru had the most liked content!

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About Shikayaru

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    Senior Member
  • Birthday 03/23/1991

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    I'm pretty much awsome.
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  1. I like that under this suggestion the Territories of the loser go back to their original owner after the vassalage is done. I like the idea of SP Sabotage Buffs, but it needs tweaking. I don't especially like the kage and kage assistants having more buffs. First, because it adds an unwanted level of exclusivity to wars when we want participation. Second, because it would help villages who have strong kages and kage's assistants and would hurt villages who don't... Here's what you could do instead. Give an automatic buff for anyone in an ANBU squad. Then you could give added buffs for squad's who've reached certain benchmarks in assault and defense points. Which would be awesome because we've been waiting for those to mean something. Exactly what those benchmarks are could be worked out. Authiel has a point. With the suggested system, those who want to war and can win wars aren't going to be able to declare war on anyone. The only way they could be involved is if, like Gengar said, they abuse the system and work out some shady deals. Yea, losing wars sucks, but if we're going to have them, they shouldn't exclude people just cause they're strong. Here's a suggestion that has come up before that I would still like to see implemented: I'd like it if rather than having to fight wars entirely inside villages, if territories were involved. If say, each territory has 100-200 SP that needed to be destroyed to capture. Any home village kills in the territory would heal some SP for that Territory. Then you could set the village territory SP to something like 500-1000. This would add a level of strategy to the game, but another added benefit is that it would make it easier to include players who can't win battles, but want to participate. It would also help weaker players participate in war because now instead of waiting in a village for a minute to destroy 1 SP while hoping that someone doesn't bot you, now your opponent might have to move around their territories trying to catch you. (Note: you'd still have to stay in the same space for 1 min, not saying you can just move back and forth within the same territory....) On that note, I'm most likely not interested in participating in any wars until botting has been properly addressed. It's pretty commonly known that Nellis, Gengar, and other players used a javascript add-on to their browser to refresh the page to automate the sabotage process. I'm pretty sure I heard that Gengar even admitted to that. The same type of Javascript bots have been used to auto-attack people. Catching players who use these is very difficult, but preventing them from using these bots isn't incredibly hard. You just need to understand how they're using the bots and then use the PHP server to dynamically change the code of the page.
  2. Yea, sorry new guy. Content related suggestions aren't accepted.
  3. Yea, I've got to agree, we don't really need to encourage people to stay in battle longer for any reason. If you wasted absolutely all of your pools before going into battle, that's your fault for not planning ahead. Tbh, unless you're training a forbidden jutsu, you've got to try extra hard just to completely empty your pools anyway. I like to keep it simple, every 6 hours (with EJ capped pools), I can train one CP based offense or defense 20k times and one SP based offense or defense 20k times or 1 CP based general 2k times and 1 SP based general 2k times. Then still have plenty of pools left over for fighting people and AI. Denied.
  4. I'm sorry, you're right. I ignored the point about telling new players to check the kage orders. I think there's already a logbook order that says to check the kage orders (if people actually read those). I'm not against that idea either, but it could just be simpler to have the first logbook mention checking the kage orders...
  5. 1) You don't know what my countermeasures are, so don't just assume that they will be difficult to implement and easy to work around. Although, I guess I won't ask you to believe me since I'm not gonna offer you proof. 2) You have to remember that eventually the people who know how to make bots (or the people who pay them for their work) will have to come to a point where they realize that they're wasting a lot of time and/or money on a game that really isn't worth the trouble. 3) Even if the anti-bot methods only work temporarily, if you are able to find concrete proof that some users were using them, you're able to ban them. Even if someone's able to make a bot that cheats the new safeguards, there's not point in using that bot if you just lose your account in the process...
  6. So Tael, if you were a prison warden and one of your prisoners escaped, by say climbing over the fence, instead of posting a guard to watch the fence, instead of putting barbed wire on the top of the fence, instead of using spotlights to make the fence more visible at night, you'd rather try and make the world outside the prison suck so much that the prisoners don't want to escape or make the inside of the prison so nice that they never want to leave? Because that's pretty much what you're saying TNR should do. I agree that it's impossible to make a publicly accessible server completely hack proof. However, you can make things so secure that hacking is incredibly difficult, especially for one person working on their own. Additionally, you can improve the detectability of security breaches. Right now, the issue of players using the scripts described in this post is that they are incredibly simple to make and even easier to share. As far as your definition for bots vs tools goes, my guess is that the auto-attack bots we've been talking about would fall under your definition of tools. My guess is that players who use that script have it set so when they press a keyboard key, it loads the combat page and clicks on the top available Attack link. It doesn't work unless the user presses the keyboard key. If Nellis uses something like this, he may agree with your logic, which could be why he denies using a bot. Even if he doesn't agree with your definitions, the rules don't specify that the above described script is illegal. I think it should be, but the rules don't say that it is.
  7. Wolfy, you'd be a much more complete web programmer if you'd learn some javascript. It doesn't take anything close to a complex script to do all of this. The same browser add-on and scripts are very likely what is being used by the players constantly being accused of bot attacking. Currently, there isn't anything built into TNR to track or prevent this sort of botting (unless the fact that my in-battle items seem to switch order randomly was intentional). Imo, TNR needs to update the rules to better define what types of 3rd party tools are and are not legal. For example, ragebars use javascript to circumvent the slow navigation of the site. These are considered acceptable, but now you're talking like a script to select an attack and submit the battle form is not acceptable. I don't really see the difference. I personally think that scripts that auto-attack other players should not be allowed, but there's not clear direction in the manual forbidding those, and the mods have absolutely no way of proving that anyone uses such scripts. These bots are so simple to create and pass on to others, it would be ignorant to try and deny that they exist. These are likely the type of bots Yaseen was selling (if he was truly selling bots), and it would make sense, since the game really started lagging bad after that. Aet has noted before that bot usage could easily be what's causing the high CPU usage on the server, and Terr's mentioned how he thinks having such large combat history stored in the server cache could also be a contributing factor. If players are using these bots, then they'll have a ton of AI battles bloating their combat history. I've already approached Pana about offering a solution for how we can track and prevent the use of these bots. Hopefully, in the near future, something will get implemented.
  8. How about we allow kages to issue village notifications? That would give a little more freedom and creativity and could accomplish the same goals and more. I actually think this idea has already been accepted although I haven't heard anything about it in a while...
  9. Shikayaru

    Dev Q&A

    Summons are supposed to count towards team SF. That was intended to stop the nonsense that would go one where one person summons their summon and you are forced to or you would lose against an equal. This creates more strategy since your summon has the possibility of allowing your opponent to CFH on you. I cannot say for sure, but I guess I would expect the summon to count towards the CFH count. Either way, it doesn't really create any sort of disadvantage, just another possible strategy. As far as the SF Formula, I could swear I already gave this to you, but it would be beneficial to post the updated SF formula publicly, so here it is: StrengthFactor = [MaximumHP + HighestOffense + (TotalDefenses + HighestDefense - Lowest Defense) / 4 + (TotalGens + HighestGen - LowestGen) / 4 * 10] / 1000 Also, we made another adjustment for how this calculates based on your HP throughout the battle. Whenever someone enters the battle (starting the fight or joining a call), their team SF is based on MaxHP, but for those already in the battle team SF is based on Current HP. Example: Player 1 (SF 1000 @ 80% HP) attacks Player 2 (SF 600 @ 100% HP). Team 1 SF is 1000, Team 2 SF is 600. Then let's say for this example that by the time Player 3 joins Player 2 (SF 400 @ 100% HP), Player 1 is down to 675% HP and Player 2 down to 70%. Team 1 SF will now be 750 and Team 2 SF will now be 820 (600 * 0.7 + 400). We need to have all joining members to be based on Max HP because if someone catches you with low HP, they should be rewarded with a better chance to beat you, not punished because you can now CFH on them. We also don't want CFH to be abused by strong players taking damage on purpose so they can call. You'll notice that there is a slight advantage for Player 1 after Player 3 joins; however, if Team 2 would have called the strongest possible joiner, the fight would be an easy win for Team 2. We need subsequent calculations to use the current HP of those in the battle because in the example I gave, using Max HP would say that RSF was 1.00 and no more CFHs would be allowed after Player 3 joins. But it wouldn't really be equal if those same 3 players fought with full HP. Player 1 does more damage than player 2, so we need to account for the greater loss of HP for player 2 when calculating RSF. I was kind of distracted when writing this, so please feel free to ask if something doesn't make sense. Note: At the time of this writing, something isn't calculating correctly on the dev server. We'll fix it.
  10. I'm pretty positive it still works this way Aet. Except that instead of every time you log in, I believe it re-calculates every time you load a page. Anyway, I'll close this now.
  11. Shikayaru

    Reputation points

    I don't see Reputation points ever being transferable. Doing so would only result in Terr losing future revenue from the game, which he obviously is not interested in. However, I think there are other ways to fix this problem. Perhaps implementing something like a GM for purchasing reputation points from users. I.e. you offer ryo and it gets taken from your pocket money. At any time until the transaction has been completed by the seller, your offer can be removed and you may retain your money, but as soon as the seller has accepted the offer, that money is transferred. This would allow for a safer Rep purchasing system without needing mods and without making Rep transferable.
  12. Imo, a better option would be to lose the Check User button and just display the user's name. If we really need to be able to look at their profile, make it a link to the user's public profile. It's annoying to have to click the link to make sure you're accepting the correct offer and not having a 1-click option to return back to the previous page.
  13. According to Terr, the Bounty Hunter update has already been completed on the dev server. Feel free to test out the update there. The most significant changes to Bounty Hunter will be that the max bounty you can collect will increase with each level instead of every 100 levels and that bounties can no longer be set on someone with a bounty of 0 or higher. I agree that this suggestion is important as bounty hunting will be non-existent between not being able to track someone with a 0 bounty, not being able to track someone with a bounty too high for you, and not being able to track someone with positive diplo. If Pana doesn't get to this first, I will try to talk to him about this when I got off work tonight.
  14. Shikayaru

    Ramen costs

    I agree with this. There's almost no point at all to static numbers. It would be nice if Ramen shops were % based and then a final option to heal you the rest of the way to 100%. You could argue that everything but the full heal ramen is useless, but I'm gonna argue that in some cases, that is not true. Sometimes you might be raiding or doing a multi-AI mission or EM quest and need at least half your HP full to win the battle, but you don't have enough ryo on you for a full heal. Your only option without going back to the village is to spam the highest static heal over and over again and hope no one is tracking you while you waste your time doing that.
  15. Idk how good you are with CSS Terr, but this is what you want set to the element the posts are in. word-wrap: break-word;
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