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Pokemon Revolution Online

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New Trade Zone
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Use the new Trade Zone for auctions and instant-price trades so Pokemon and item offers are easy to find.
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  1. Past hour

  2. hi i see many ppl care if pokemon is OT or not and its fair thing to care for, what i dont understand tho is why OT isnt shown in linked pokes in chat , i mean half of the times i see ppl asking if its OT or not on the links, i think it will be good if its added? for me personally its robbing ppl of ability to flex OT which is not fair. the only reason i can think of that not being implemented is enabling the pay2win players to "hide" in a way , since nobody will know if u caught it or bought it when u link . while its good to keep the donators happy its also good to care abt the majority of players who are also paying for MS, BC and other small stuff, not robbing everyone of the ability to flex when they caught something for the 15% who dont ever hunt and buy all their pokemon and want nobody to know abt it cuz rn why should i invest 5-10k hrs hunting rare shiny and play the game 1 month when i can work 1 day and buy it , and not play at all, makes no sense, only if we had OTs :)
  3. Izzna10 joined the community
  4. Amazing work, congratz ! 😙
  5. Today

  6. K0nshi joined the community
  7. Deadpoulito93 joined the community
  8. Lauvarin joined the community
  9. Sushmalaiz joined the community
  10. Upppppp
  11. Pedri777 joined the community
  12. Hey there, according to discord #bug-report channel, client freeze on launch is already fixed but staff are waiting for the new client to stop being flagged as a false positive before they release it. It's a Unity issue: https://issuetracker.unity.com/issues/17020/app-freezes-when-collecting-garbage-and-creating-il2cpp-generic-metadata-off-the-thread Kind Regards, Lugario
  13. Otheth92 joined the community
  14. Tuifles joined the community
  15. i get this i just close the client and re-open it.....maybe repeat process a few times if it happens again to me
  16. Hi, want to buy the 120k Ralts.
  17. Hi, want to buy Mankey for 70k.
  18. I just noticed that my PRO client usually does not respond when it gets this login page specifically with the starters. I had to open the client a lot of times to get the other login page. This usually happens when i just booted up my pc.
  19. Streetfe joined the community
  20. Does it support Linux, or do you plan to make it multiplatform compatible? I don't plan on doing it myself, mainly because I don't have the skills for it. That's actually one of the reasons I left the full source code available — I'm hoping someone more experienced than me from the community might pick it up one day and turn it into a Linux/Mac version, or even mobile. If we move the battle window, does it loose our "screen" like some other trackers? Yes, it does — if you move the window, the tracking zone loses its reference and you'll need to reselect the area. Can we have multiple clients open for alts and for it to be able and count from every client individually and a sum of all the encounters together? It's not officially supported, but a friend of mine actually got it working by launching two instances at once. The one issue he ran into was the small yellow selection frame showing up on one of the instances — I haven't found a way to get rid of that yet, so it's not a clean experience, but it does seem to work. Can we /load/save/reset progress? Right now there's only Export/Import — no dedicated reset button yet. Can we have custom background on the tracker? Honestly, hadn't thought about that one! Noting it down as a possible future addition. "Hey there, nice job, looks promising!" Thank you very much !
  21. Igloo1003 joined the community
  22. Hey there, nice job, looks promising! I have a few questions/suggestions: Does it support Linux, or do you plan to make it multiplatform compatible? If we move the battle window, does it loose our "screen" like some other trackers? Can we have multiple clients open for alts and for it to be able and count from every client individually and a sum of all the encounters together? Can we /load/save/reset progress? Can we have custom background on the tracker?
  23. Introducing HuntTracker: All-in-One Pokémon Tracking Companion HuntTracker helps you easily track your Pokémon encounters, plus it comes with an IV Scanner and a bunch of tools built specifically for PRO (Boss/Mega Stone/Quest/Excavation/Daily/Farming/Dungeon cooldowns, competitive natures...). It's still actively being developed, so if you notice a bug or have an idea for improvement, feel free to let me know. The code is also freely available, so if you want to tinker or add your own features, go for it. Just So You Know * HuntTracker isn't a BOT! You cannot be banned for using it. Automatic counting works through visual reading (OCR) of your own screen share: the app reads text on screen, it never sends or modifies anything in the game. And if you'd rather not share your screen at all, manual counting works perfectly well on its own. Features Tracking Multiple trackings running at once, organized by region (Kanto, etc.), with editable zone and trainer for each. Multiple Pokémon species tracked within the same session, each with its own individual counter. "Shiny" and "alternate form" counters (e.g. Summer form): total found, since last, min/max, average rate, and manual adjustment if needed. Total playtime timer. Customizable avatar per tracking, drag-and-drop reordering. Track your Membership, Transit Pass and Safari passes directly on your trainer profile. Automatic OCR Detection Share your screen and enable automatic detection: HuntTracker reads the battle line (e.g. "Trainer VS. Wild Squirtle") and counts every Pokémon encountered on its own, even when you switch tabs. Unknown Pokémon are automatically added to the current tracking. Manual counting is available at any time, no screen sharing required. Dynamic Convergence Analysis A chart showing how your cumulative probability of getting a shiny evolves as your encounter count grows. Separate convergence tracking for "Pokémon form" and "overall form," accounting for the pity system. Full breakdown: encounter rate, encounter probability for that Pokémon, pity shiny counter. History of past sessions with encounter details and the cumulative total. IV Scanner Take a screenshot in-game, select the area, paste with Ctrl+V: HuntTracker automatically analyzes the captured Pokémon's IVs. History of all your previous IV analyses saved in the app. (Great for World's Quests) Cooldowns & PRO To-Do Automatic cooldown tracking for Boss, Mega Stones, Quests, Excavations, Daily Quest, Farming and Dungeon. Check the box right after doing it: the cooldown calculates itself and unchecks automatically once it's available again. Quick search within each list (boss, mega stones, quests, excavations, daily). Nature recommendations (Synchronize, Gen 9 competitive sets) so you know which nature to aim for while tracking. Quality of Life Bilingual interface: French / English. Always on top, adjustable transparency, and collapsible panels to leave room for the game. Export/Import your save data. Feature Suggestions We welcome your feedback and feature suggestions! Let me know what you'd like to see in the app. Source Code Available The project is open source on GitHub: https://github.com/Onrio974/HuntTracker You're welcome to grab the full code, modify it, and improve it however you like. Before You Install Since the .exe isn't digitally signed (like most independent community tools), your antivirus might flag it by mistake. This is a common false positive for this kind of unsigned software. Download Links: Windows (installer): https://github.com/Onrio974/HuntTracker/releases/latest Windows (portable, no install needed): https://github.com/Onrio974/HuntTracker/releases/latest Developed by, IGN: Onrio Server: Silver Discord: onrio974
  24. I’ve run into the same issue—the fossil requirements make these Pokémon incredibly time-consuming to obtain, especially when hunting for Hidden Abilities. A temporary summer outbreak would be a great way to make them more accessible without taking away their rarity.
  25. Wtb story service full (kanto,johto,hoenn,sihnoh) train quest Telequest
  26. IntroductionHiding spawn information is, in my opinion, ultimately harmful to the game and its player base. That said, I want to be fair and acknowledge the arguments that could be seen in favor of this change and explain why I think they don't hold up. The Upsides — With a Grain of SaltHiding information about spawns has three upsides that in my opinion come with a grain of salt. 1. Community InteractionWithout readily available information, players are pushed to interact with each other — asking around, trading knowledge, being active in Discord. That's a genuine plus for community health. But it assumes everyone wants that. This is an MMO, sure, but like every MMO, part of its population is made up of players who prefer to play solo, at their own pace, without depending on other people to progress. Forcing interaction as a side effect of information scarcity isn't the same as fostering organic community engagement — it's closer to a toll gate. 2. The Joy of DiscoveryDiscovery has a real psychological reward — that moment of finding something yourself is genuinely satisfying. The problem is that hiding information doesn't let players opt into that experience — it forces it on everyone, regardless of whether they want it or not. A player who'd rather look something up and get on with their session no longer has that choice. Discovery stops being a bonus for those who enjoy it and becomes a mandatory task for everyone else. 3. Making Content More Attractive for a Longer Period of TimeHidden information stretches out how long content stays relevant. If everything about a spawn — location, timing, repel requirements — is known on day one, players burn through it in an afternoon and move on. Scarcity of information keeps people engaged with the same content for weeks instead of hours, which is valuable for a game that needs sustained playtime to stay alive. But this benefit is easy to mistake for something it isn't. Stretching engagement by withholding information isn't the same as making content actually last longer — it's making the same content take longer to consume by adding friction, not depth. The "longevity" here is measured in "hours wasted searching", and not "hours spent enjoying". And it can just as easily backfire: a player who hits an opaque wall with no clear path forward doesn't necessarily stay engaged longer — they might just get frustrated and leave. Retention through obscurity is a gamble, not a guarantee, and it reads more like a "metric driven" incentive (keep playtime/player numbers up) than a "player experience driven" one. Major DownsidesThere are actually many more downsides to this as you might think at first. 1. Respecting Players' TimeAn MMO inherently demands time investment — that's expected and completely fine. But there's a difference between content that takes time and artificial friction that wastes time. A game that respects its players supports their time commitment instead of manufacturing extra roadblocks that add nothing to actual gameplay depth. 2. Efficiency and Player ChoiceNot every player is optimizing for the same thing, and that's fine — but for players like me who do want to play efficiently, this system actively works against that. I have a list of other games competing for my time, and getting stalled by a mechanic whose sole purpose is to artificially create discovery and interaction — rather than offering meaningful gameplay — isn't a good trade-off. Efficiency-minded and exploration-minded players used to be able to coexist, each choosing their own approach. Now one playstyle is forced onto everyone. 3. Guilds Gatekeeping InformationIt's well known that guilds already gatekeep advantageous information. General spawns are still broadly shared, but repel-spawn locations in reworked areas aren't public anywhere — they're either unknown to most of the player base or deliberately withheld by guilds to keep their advantage. In other words: hiding information doesn't eliminate the advantage information provides — it just shifts who holds that advantage. Solo players and small groups lose access, while large and active guilds with more players to brute-force discovery simply absorb the cost and keep the payoff for themselves. 4. Fragmented, Inconsistent KnowledgeWhen information isn't public, what circulates informally is often incomplete, outdated, or just wrong. There isn't a single point of truth anymore. New or casual players end up relying on guesswork, secondhand claims, or bad advice, while the "real" answers stay locked elsewhere. That's a worse experience than either full transparency or well-designed in-game discovery mechanics — it's the disadvantages of secrecy without the benefits of genuine exploration. 5. Enabling Misinformation and ScamsA lack of public, verifiable spawn data doesn't just create gaps — it creates opportunities to fill those gaps with fake information. Without an official source players can check claims against, there's nothing stopping a seller from misrepresenting a spawn's actual rarity or exclusivity to inflate its trade value. An uncommon spawn gets passed off as rare — and the buyer has no way to verify any of it, because the real data simply isn't public anywhere. This isn't a hypothetical edge case. It's a predictable outcome of the current system — one only possible because there's no accessible, official source of truth to check against. 6. Hiding Rarity Itself Serves No Clear PurposeUnlike spawn locations or repel conditions, a Pokémon's rarity isn't something players are meant to "discover" — it should be baseline information, not a puzzle. Nearly every game with a rarity system displays it directly, because knowing what you're looking at is basic UX, not a spoiler. Hiding it doesn't create discovery or interaction — it just makes trading and evaluation harder for no clear gain, and it's what makes scams and spreading misinformation like Point 5 possible in the first place. How To Potentially Fix ItThere are surely a few ways to solve this without keeping the current downsides, ranging from a quick patch to an actual structural fix. A Proper Fix: Bring the Information In-GameThe core problem isn't that information exists — it's that it's unofficial, incomplete, and unevenly distributed. Solving that means making it official, complete, and evenly distributed: Improving the existing Map Spawn UI by displaying time-of-day and level ranges for each spawn directly in-game. Highlighting repel spawns directly on a Pokémon's page. Displaying rarity directly on a Pokémon's page. A Temporary Fix: Delay the Public Spawn DumpA simple fix is delaying the public spawn dump by roughly two weeks after each content update. This doesn't eliminate the effort of finding repel spawns during that window — but two weeks of temporary scarcity is a fundamentally different problem than permanent gatekeeping, since it resolves on a fixed timeline instead of indefinitely. Players who want to discover things early can still do so organically or by interacting with the community during that window. After two weeks, the data becomes public and everyone converges on one accurate source of truth. ConclusionHiding spawn information doesn't actually create the discovery or engagement it's meant to — it just relocates who has the advantage, shifting it from every player equally toward whichever guilds have the playerpower to brute-force it. Genuine discovery and community interaction only mean something if they're chosen, and not forced. Information scarcity doesn't create either, it just makes both mandatory. Making repel and spawn data official and accessible in-game doesn't remove discovery or interaction as options — it just stops forcing them on players who'd rather not engage with either, all while leaving them fully available to anyone who still wants that experience. ~Caenneth
  27. I apologize but unfortunately we have to deny your request for a refund. The NPC used to purchase the double reroll service displays the cost of the service before the transaction is completed. The transaction also requires navigating multiple dialogue windows, including confirmation prompts, before it can be completed. Posted below is that chain of dialogue: As a general reminder, we recommend carefully reviewing all information presented during a transaction before confirming it. I know this isn't the response you were looking for, and I apologize for that. I'll go ahead and close this thread now, and I truly hope you enjoy the Summer event.
  28. Yesterday

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