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Found 18 results

  1. Username: Arphee Location: TheNinja-Forum.com Signature editing page Priority: [Low] / [Arphee'sSignatureCritical] Bug's Effects: Alignment BBcode and IMG tags aren't functioning correctly in signatures when combined. How the bug happened/how to reproduce: Enter text similar to the above and get results as my signature currently is instead of how the BBcode should properly display it as seen above.
  2. Username: Arphee, Rune Location: Battle, Priority: [Low/Medium] Bug's Effects: Village bloodlines still take residual damage from jutsu, and don't absorb elemental weapon attacks from Jounin/EJ village weapons How the bug happened/how to reproduce: Used Velocity force on rune, and he absorbed the damage, the next few rounds residual damage, on round 5 i planned to use my EM weapon so i could do my wind rotation again, and the attack killed him despite being Wind element.
  3. Username: Arphee / Gengar Location: Combat Results Screen Priority: Medium Bug's Effects: You have been defeated - You have gained 10 experience point from this fight. - Your item Galewind Gloves lost 3 durability points during the battle. 145 points left. - Your item Galewind Coat lost 2 durability points during the battle. 218 points left. - Your item Galewind Belt lost 3 durability points during the battle. 194 points left. - Your item Galewind Longboots lost 2 durability points during the battle. 176 points left. - Your item Galewind Helmet lost 2 durability points during the battle. 128 points left. - Your item Galewind Leggings lost 9 durability points during the battle. 150 points left. - Your item Yari lost 4 durability points during the battle. 110 points left. - Your item Kusarigama lost 9 durability points during the battle. 8 points left. - You have been transported to the hospital in your home village. 3 + 2 + 3 +2 +2 + 9 = 21 As you can see over the course of an 8-9 round battle against a Ninjutsu user, my armor lost 21 points of durability The intended durability loss per attack is stated as follows Every Genjutsu used against a you deals 0 durability damage to armor Every Ninjutsu deals 1 point of durability damage to armor per turn Every Taijutsu deals 2 points of durability damage to armor per turn Every Bukijutsu deals 3 points of durability damage to armor per turn. This means during our combat encounter i should have lost 8-9 durability at 1:1 Jutsu used ratio, instead i lost what equates to 2.33 per jutsu used How the bug happened/how to reproduce: Just sort of happened during a battle since i got rekt i decided to actually read, and to my surprise and dismay durability loss wasn't functioning as intended, so far i haven't been able to look at weapon durability loss, but over the last week there were instances where extreme durability loss occurred on weapons as well (Had a Yari go from 150 to like 28 in three battles, under 20 uses, also broke my event weapon in a similar fashion when it was at 108 and i used 15-17 times (Actually went back over my rotations against the players i had fought in my logbook since i had checked it) So after the yari incident i tried to test it and went out and fought a few people using my scythe jutsu, and my kusarigama only lost 6 durability from 4 uses, so i had assumed i was a fuck up and made a mistake somewhere since i couldn't reproduce any durability issues, well, until now. Going forward , each time i die (Because screw getting sniped after wins) ill be taking copy-pastes of the full combat logs (Or at least hopefully will be since any key on ragebar is bye bye combat results) to help see if i can narrow down a cause for both Armor and Weapons.
  4. Username: Arphee Location: Theninja-Forum Priority: [Low] Bug's Effects: When using the Preview function the forum doesn't mimic the actual form-factor of threads leading to very poor results in aesthetic formating, while text may fit perfectly inside the preview window to form neat paragraphs or lines of sentences, when the post is actually made, there is often text spillage necessitating a great deal of editing, to fix the final post reverting it to its intended design. Example: When veiwed on the preveiw page this text is well within the limits of the borders- so i would assume its okay and publish it, without questions worries but.... It ends up looking like THAT ^ Please make "preview post" display mimic the actual forum indent / margin. How the bug happened/how to reproduce: Use the preview function when posting centered lines of text, then post. u_u going to go back to editing that article i just made to try and fix the problem x-x
  5. Suggestion Outline: Every time anyone uses the default layout to load any page on the site, the largest contributing factors to load time and bandwith usage are the facebook integration elements and subsequent scripts to support them, now i'm a big fan of the sign in with facebook functionality, so id never suggest the removal of these elements in their entirety, but the fact is they're a ball and chain slowing the site down. And even if they weren't, having them load every single page refresh, even when someones facebook is already attached to their account, and they've already liked the page is gratuitous and unnecessary What would change: Facebook's incorporated elements / scripts would be disabled /hidden (accessible via user panel) once you've connected your account and have liked the TNR facebook page. How it would change: Site would keep track of (if it isnt already) if a users account is connected, and whether the page is liked and disable the rudundant elements during page loads. How it benefits us: For starters it encourages more people to connect their accounts and like the page. It will also make the site run faster- most people at the very least use light layout to avoid the horrible load times caused by these scripts, but many more take it further to full on disabling of java, this would likely have a few people stop disabling those scrips, which means additional ad revenue as well. Im unsure if the ingrated facebook elements has any server load on TNR's side, but if they do thats just one more reason. Why it matters: Okay, so, real talk, due to the nature of TNR and the simplicity of its design, a very large portion of the user base, are players with limited Internet connections, often with bandwidth caps, or abysmal speeds by modern standards, some players are still using dial-up, and others even with broadband aren't breaking 1mbps. These facebook scripts data usage is higher than TNR itself, and slows site load time severely, while providing no purpose or benefit especially for users who have already connected their accounts. If we can shave 992ms off of the current 1.23 Second Display, 1.85 Second Load times just by disabling redundant content. If we can remove 63.69KB of bandwidth usage for users per page load when it serves no purpose. Shouldn't we?
  6. Suggestion Outline: Have the jutsu page detect jutsu levels and display / link to mastery when a jutsu's level exceeds 100, and hide the "Forget" link on jutsu over level 50 since they cannot be forgotten. What would change: The "Train" link would either A link to mastery when clicked or B display Mastery and link to mastery when clicked allowing for much easier acess to jutsu mastery. In addition the forget links would be removed in instances where they're useless reducing page clutter. How it would change: ^ How it benefits us: Three less page loads to reach the mastery training screen, its not much, but hey, its some saved bandwidth right? Why it matters: Mastery takes some doing to get to, being able to train from the jutsu list is a godsend for streamlined access, being able to use mastery in the same way. Towards the removal of forget, cant say its some huge game changing thing, but 6 bytes of data per jutsu, per page load could maybe add up over time? Its more about removing null / redundant links / information.
  7. Username: Arphee Location: Entire Site Priority: [High Probably, IDk what this is classified as] Bug's Effects: See Below How the bug happened/how to reproduce: Move anywhere on the site with a Yaseen's ragebar, with scripts enabled or disabled, it doest make a difference, load times have skyrocketed and the site is spitting out batches of 5-8 reference errors on every page load rendering the sight almost unusable, this occurs both in Opera and Chrome browsers on my PC. Ive tried disabling all add-ons and extensions, and the issue still occurs Some examples of the thousands of errors so far
  8. Centered especially for Sleaze-sama ♥ Love you sleazy Username: Arphee (But everyone is effected) Location: Fireheart Forest / Map page Priority: [low] / [Medium?] Bug's Effects: Fireheart Forrest territory is being displayed as the vassal property of shine and red on the map while it should be gray and owned by silence. Scouting works as intended- But its been brought to my attention that VF gain status and other signifiers are ambiguous, hence this may be more than an aesthetic glitch. How the bug happened/how to reproduce: Typical war system derping, just want to see some more sweet, sweet gray on the map for old times sake, Like the good ole days.
  9. Suggestion Outline: Increase the stack size of ring materials to 250 instead of the current 50 stack limit. What would change: Item Details Name: Titanium Rings Stackable: Yes (50) Type: material Required Rank: Academy Student Base Price: 0 Ryo Crafted Durability: 50 Description: Rings of titanium. Would become Item Details Name: Titanium Rings Stackable: Yes (250) Type: material Required Rank: Academy Student Base Price: 0 Ryo Crafted Durability: 50 Description: Rings of titanium. How it would change: See above How it benefits us: Why it matters: Crating profession recipes at times require massive amounts of rings to be produced to progress, for example, to get from weaponsmith EXP 385 -> 400 to progress you need to craft 15 Kusarigama which use 40 Rings each, this means you need to make 600 rings, which under the current stack restrictions equates to 12 Inventory spaces, given how cramped inventory spaces are, this is a serious problem. Not to mention given that its a small multi-recipie use item it makes much more sense to follow the conventions of stud stacking versus normal item stacking like plates and rods.
  10. Suggestion Outline: Honestly I don't know where to start on this one, but something needs to be done about the length of material crafting times. At present it is my understanding, that Weapon durability drops as follows: Each use of a Chuunin weapon jutsu deducts 1-2 points of the durability. Each use of a Jounin weapon jutsu deducts 1-3 points of the durability. Each use of a Special Jounin weapon jutsu deducts 1-4 points of the durability. And Armor durability works as such: Every Genjutsu used against a you deals 0 durability damage to armor Every Ninjutsu deals 1 point of durability damage to armor per turn Every Taijutsu deals 2 points of durability damage to armor per turn Every Bukijutsu deals 3 points of durability damage to armor per turn. At cap, Battles between users is supposed to be balanced to conclude in 10 rounds, as such an EJ user fighting at endgame can, per fight: Damage their weapon(s) by 25 Durability Damage their Armor Against Nin: 10 Durability Damage their Armor Against Tai: 20 Durability Damage their Armor Against Buk: 30 Durability The highest weapon and armor durability items in game are as Follows EJ Village Armor : 425 Durability (21 Fights Endgame) EJ Village Weapons: 450 Durability (18 Fights Endgame) Repair kit crafting Times for The above: Armor Ultimate Repair Kit Craft time: 915 Mins OR 16.25 Hours (60 minutes + 915) Items crafted: (2) Materials needed: 3 Radiant Leather= 45 Mins Armorsmith, 750 Mins Weaponsmith 2 Steel Enforced Leather 5 Mins Armorsmith, 55 Mins Weaponsmith 2 Studded Leather Straps 10 Mins Armorsmith, 30 Mins Weaponsmith 2 Hardened Leather 20 Mins Armorsmith Weapon Radiant Steel Repair Kit Craft time: 135 Mins (80 minutes +55) Items crafted: (2) Materials needed: 2 Radiant Steel Bar 0 mins 1 Titanium Bar 0 mins 1 Steel Enforced Leather Straps 5Mins Armorsmith, 50 Mins Weaponsmith As you can see Set of EJ Village Armor : 2,550 Durability (126 Fights Endgame) 2745 Minutes of Crafting to repair set once. EJ Village Weapons: (15 Fights) 135 Minutes of crafting to repair Twice There is a MASSIVE time investment difference between the two, with both being fairly unreasonable. Let's assume we have a fairly active raider, who gets about 150 kills per week. Let's say that they are also a Weapon User, and only fight people at their SF 1/2 of the time. Let's also be fair and assume damage done to armor is always spread out evenly. 600 Kills in a month Counted as 270 battles to factor variances. Requires weapons to be repaired: 15 Times = 1080+150 Minutes Requires armor set to be repaired: 2 Times = 5490+120 Minutes As you can see, this realistic data set, based on a middling raider at best, would require they have a combined effort of well over 100+ hours PER MONTH to maintain their gear to continue raiding. Assuming that they themselves are doing a portion of the crafting for their equipment, Armor costs 93.5 Hours of game time, and a Weapons cost 21 Hours of game time. What would change: Durability would be raised, or crafting times would be lowered to allow people to maintain EJ-Rank items while maintaining a real life, or at the very least the ability to raid in the game they're making items for. At present the numbers necessary to maintain EJ items are unreasonable, and well beyond the scope of an individual to maintain. Hell, I'd go as far as to say that if someone took on the roll of front-loading the materials they would hardly be able to raid, especially if their play-time or schedules are limited. If the game is going to be balanced under the assumption people have access to these resources- then I shouldn't need to say it, but they need to be made realistically accessible to manufacture and MAINTAIN. All of the numbers posted in this thread were for the assumption of an average, MEH EJ raider. The numbers for someone actually going HAM at EJ increases those numbers by even further unrealistic levels of time to maintain. I don't have all the answers here, and I don't know what numbers being changed would really be fair or realistic. But even so, I know that 45.7 HOURS of crafting to repair one set of armor is wholly unmanageable, unrealistic, and unfair given how long it lasts. And 15 Fights at full durability is way too quick for weapons to break at Endgame. How it would change: See Above How it benefits us: See Above Why it matters: See Above EDIT: My god its worse than i thought, it was brought to my attention that radiant studs and plates are 125 minutes not 1 hour 20 minutes as i had originally thought, numbers have been adjusted to reflect the actual current craft times, which, honestly, they make the outlandish 9 hours for a repair kit that i assumed, seem REASONABLE compared to the current 16 HOUR ordeal.
  11. Suggestion Outline: Changing from 1x bar + 1x rope to 1x plate + 1x rope is more than sufficient to deter people from attempting to farm the recipe for ryo, i have no idea why the additional 2 titanium chains was tacked on, that just makes it a logistical mess when attempting to level quickly What would change: Recipe would become Meteor Hammer weapon 45000 1 Titanium Plate 1 Rope 150 Minutes How it would change: Arbitrary chains would be removed How it benefits us: I wouldn't say it benefits staff, but its certainly tidier for the user base. Why it matters: I guess it doesn't really "matter" all that much, just seems like an oddly tacked on piece to the recipe that adds additional inventory clutter when a sufficient deterrent has already been implemented.
  12. Username: Everybody, Literally Everybody Location: Site Wide Priority: ( low / medium) Bug's Effects: Daily event didn't and hasn't updated on time, server time at present is: Game Time: 13th of March 2016, 01:33 PM This is 2 1/2 hours late already, as if recollection serves events are supposed to go up at 11:00AM server time. How the bug happened/how to reproduce: Likely a timescale issue, the events have been happening a few minutes later each day from what i've seen EX 11:06 AM 11:15 AM Error Codes: N/A
  13. Suggestion Outline: Add additional information to players profile pages, some examples Lifetime SP destroyed Lifetime SP restored Lifetime SP activity Surgeon levels Total amount healed Bounty hunter level Total bounties collected Assist (CFH's that your team won) Etc etc What would change: See above How it would change: More statistics would be added to players profile pages for additional bragging rights, and more diverse types of competitions to be held by both staff and players, for example healing or bounty competitions. How it benefits us: Would allow for both more frequent, and more diverse player run events, which, will provide more game content, improve quality of life, and maybe even increase player retention. Why it matters: See above
  14. Suggestion Outline: HP restoration when not paying for Ramen, or being healed by a player takes an asinine amount of time, it takes about 5 hours to fill up capped EJ pools from near empty, recovering capped HP would take literally ten times the amount of time, over two days, which is pretty unreasonable, and i could never see some one actually doing it, you could litirally run errands and purchase ramen a magnitude of times before your HP would fill. What would change: HP regen would be increased by an order of magnitude (a factor of 10 in laymans terms] so that HP would recover at roughly the same speed as pools. Examples 800 Regen/M 800 Chakra/M 800 Stamina/M 8000 Health/M How it would change: See above How it benefits us: Game balance, and it makes things much tidier, it also works super smooth since Health caps are just 10X pool caps anyway Why it matters: Someone who drains all of their pools and looses a spar, with virtually 1 health and a couple dozen cha/sta, should realistically recover all three at about the same rate, if it takes 5 hours to recover capped pools, it should take a roughly equal amount of time to recover capped hp.
  15. Suggestion Outline: Another set of numbers that have remained the same despite the drastic changes to progression-scale, time investment changes, ETC are the black market regen items which were based off of the old progression curves. What would change: Black market regen items would have increased regen amounts to reflect the new speed of progression and increased base regen. How it would change: Value would increase by a set amount reflective of the increase to base regen across all ranks, or be changed to a % value buff to base regen based on the original curve to determine rep regen values. How it benefits us: Makes purchasing regen from the black market more appealing (And more economical) and encourages more economic activity while discouraging inflation as older players begin to accumulate massive amounts of ryo from login bonuses by encouraging more frequent ryo for rep transactions. Why it matters: Black market Regen was never particularly powerful to begin with (Save for the very start of the core) 30 regen under the old system was a fairly decent boost, but not overboard- one of the many reasons why people didn't scream "pay to win" from the rooftops like the doom-sayers they are. But like my earlier suggestion on occupations (Which i hope is taken into consideration when determining the new values since i thought the only update was going to be on passive effects) lesser through to greater regen has been devalued by the new progression curve. It just isnt worth it, especially when compared to the PVP bonuses people can gain from activity. Problems/concerns involved (if applicable): Potential community backlash and fear-mongering that TNR is trying to go 'Pay-2-WIn" even if its just a reasonable adjustment to account for the new progression curve.
  16. Username: Arphee Location: During Battles Priority: Low Bug's Effects: the Syringe awarded by the Silence Festival's quest chain no longer does any damage, residual or otherwise, and no longer has as siphon effect. I heard a rumor that the items was scrapped entirely as it wasn't functioning "as intended" so I'm seeking confirmation on whether this is intentional, or a bug- so i know whether to keep it or throw it away depending on whether it will be getting fixed or not. How the bug happened/how to reproduce: Attempt to use the Syringe event weapon during battle.
  17. Suggestion Outline: Remember Occupation and Profession statistics when quitting Stat-gain occupations, and professions the way surgeoun and bounty hunter levels are remembered What would change: Players would be able to freely switch between stat gain occupations, special occupations, and multiple professions while retaining progression towards their other occupations and professions. How it would change: Players level data would be retained, upon switching passive bonuses for said occupation / profession would also change, and your daily timer for stat gain occupations would reset (Meaning you won't gain any stats on a day you choose to switch to another occupation) How it benefits us: Drastic improvement to quality of life, provides access to a great deal more content by allowing each player to explore all crafting and gathering classes, improves in game economy and crafting ensures access and availability of materials regardless of player count (and more importantly profession distribution) Why it matters: See above Problems/concerns involved (if applicable): None i can think of if implemented as suggested, no loophole to gain both occupation gains and use BH/S, and only passive bonuses for your current occupation / profession are applied.
  18. What would change The daily gains of occupations would increase to account for the updated base regen of the game, after the update the value of stat-gain occupations was demolished to a fraction of what it originally was, now even at capped occupation with loyalty bonus applied stat gain occupations barely shave a week off of the time it takes to cap over the course of 5 months. How it would change Occupation gains would increase to account for the new base regen mimicking the old time investment values. For example Old Base / New Base Regen Chuunin: 150/390 260% of old value Jounin: 200/495 248% of old value EJ: 240/655 273% Of old value (EJ is Irrelevant since occupations only scale to Jounin anyway) While occupation gains remain unchanged with a max of 60 in 2 stats for a Chuunin, or 3 stats for Jounin and EJ 120 Generals = 60,000/30,000 ch/St or 400 Minutes of old Chuunin base / 154 Minutes of new Chuunin base 180 Generals = 90,000/45,000 ch/st or 450 Minutes of old Jounin base. / 181 Minutes of new Jounin base Under the old system this was a significant gain, which has been hugely diminished making occupations near useless when compared to the potential PVP bonus regen gained from bounty hunting. My suggestion is to boost the occupation gains such as that they're equivalent to the average regen increase across all ranks (260%) OR the regen investment times. @260% Gain 312 (156 each) Generals =156,000/78,000 ch/st or 400 Minutes of current Chuunin base regen. 468 (156 each)Generals =234,000/117,000 ch/st or 472 Minutes of current Jounin base regen. @ Time Investment 312 (156 each) Generals= 156,000/78,000 ch/st or 400 Minutes of current Chuunin base regen. (Ironic its the same) 444 (148 each) Generals= 222,750/111,375 ch/st or 450 Minutes of current Jounin base regen. How it benefits us It maintains the games progression curve as it was intended to be, and makes stat gain occupations a viable choice again- something that actually makes you choose between stat gains or one of the special occupations severe advantages. Why it matters It balances an important aspect of character progression ignored during the updates, too often TNR digs into issues and attempts to fix them while ignoring all of the other systems that need to balance with the aspect they're tinkering with, often destroying game balance, and invalidating other aspects of play. Game design is like any other field of engineering, when you change one aspect of a system, you need to change and rebalanced EVERY system that it interacts with. I'm certain little thought was put into the devaluation of stat-gain occupations with the update given the other pressing issues with game balance, however, i feel like this is important, and incredibly easy to implement. Problems/concerns involved Taking the easy road of 2.6*current values may not scale as well with AS/Genin rank occupations.
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