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Showing content with the highest reputation on 06/03/20 in all areas

  1. Ever since the announcement of the Guild Island, I have wanted to give feedback about it, but have been unable to due to time constraints and lack of motivation. Firstly, I am upset with how long we have been promised a Guild Island, only for it to not even be available to my guild (or most other guilds!) Secondly, I have privately made my opinions known to several staff members, but in light of recent events, it seems appropriate to make my feelings public. I am aware that regardless of the opinions of myself or the playerbase at large, the staff might refuse to make substantive changes to the Guild Island. As the leader of a guild, I was very excited when I first heard of the concept of a Guild Island around two years ago. I was excited for new features for guilds aside from the Guild chat, the logo, and EXP boosts. I was excited because there is not much for Guilds to do. All that excitement shattered when I heard that the Guild Island was to be for the top 3 PvP Guilds only. We were told that it would make the Guild PvP ladder more competitive - but it has instead had the opposite effect. PvP players have largely coalesced in three guilds on each server - making it virtually impossible for any other guild to have a chance. With regard to the work put in to 'earn' access to Guild Island - was there ever really a question as to whether or not you would make it? You would play PvP regardless for the singleplayer rewards. I agree that PvP guilds should get something, but I cannot fathom why it has to be Guild Island, which is largely PvE content. From the last thread which was posted in March, it seems that quite a few people agree with my point of view. There should be a way for small or PvE guilds to unlock this feature. It is demotivating for Guilds that are not established in PvP to try to get into the scene as the top 3 are already full of experienced players. There are a plethora of good suggestions as to how to do this - there could be a special area within the Island for the top 3 guilds, for example - or, perhaps, guilds outside the top 3 could be expected to buy in on a monthly basis. Furthermore, I feel that PvE in general has been neglected as of late. There have been a lot of changes tailored to the PvP playerbase, including new legendaries and a NPC which allows you to keep sets for legendaries. When will there be new permanent PvE content that isn't just another boss? Why is the only recent major PvE update restricted to PvP players? Why do staff not consult players for PvE topics, while there is a thread every other week for PvP? Lastly, it has become ever more difficult for smaller Guilds to recruit players. When I try to recruit, the first question I am asked is always some variation of "Are you a top 3 Guild?" or "Does your Guild have Guild Island?" It's horrible and demotivating. PvE Guilds and players deserve better.
    24 points
  2. Hi everyone, I recently thought of the following idea : Achievements & Titles. Indeed, most MMOs have an achievement / title system and I think this feature is missing from PRO. In addition, Pokemon is a "farming / collection" game by nature. It goes hand in hand with achievement mechanics that are unlocked upon completing certain objectives. Here are a few examples of some achievements I thought of : 1 - Finish the league of Kanto, Johto, Hoenn, Sinnoh. 2 - Complete the Pokedex of Kanto, Johto, Hoenn, Sinnoh. 3 - Complete the entire Pokédex. 4 - 100/200/300 / All the evolutions. 5 - Win 1/10/25/50/100 PvP Ranked Matches. 6 - Finish in the PvP Ranked ladder at the end of a season. 7 - Capture 1 shiny / 5 shinies / 10 shinies etc. 8 - Capture 1 legendary / 5 legendaries / 10 legendaries etc. 9 - Capture a Pokémon with 100 IVs / 125 IVs / 150 IVs. 10 - Get 500k Pokédollars / 1m / 5m etc. 11 - Get a Event form / 10 Event forms / 30 Event forms. 12 - Win a fight against 5 bosses / 25 bosses / 50 bosses / etc. 13 - Trade with a player / 10 trades / 50 trades etc. 14 - Join a guild. 15 - Add 1 friend / 5 friends / 10 friends. 16 - Win the Ladder Tournament. 17 - Win the Summer Tournament. 18 - Get 1000 excavation points / 5000 points / 10000 points. 19 - Win 1/5/10 Bug Catching Contests. 20 - Do 10/50/100 headbutts. 21 - Do 10/50/100 digspots. In addition to the "basic" achievements based on the content of the game, it is also possible to create "challenging" achievements for the players. Some examples : 22 - Win a fight against [bossName] without [Pokemon1], [Pokemon2], [Pokemon3] etc. 23 - Win 1/5/15 matches in PvP ranked with [Pokemon1], [Pokemon2], [Pokemon3] etc. 24 - Catch [Pokemon1] with [Number] IVs, etc. The possibilities are endless and I am sure that the staff could find atypical challenges for the players. Of course, there would also be titles : I finish such achievement = I unlock such title. Some examples (according to the achievements I mentioned above) : 1 - Champion of Kanto, Johto, Hoenn, Sinnoh / Grand Champion 2 - Kanto, Johto, Hoenn, Sinnoh Expert 3 - Scholar 4 - Scientist (100 evos) / Evolution King (300 evos) 5 - Soldier (10 wins) / General (50 wins) / Conqueror (100 wins) / Overlord (300 wins). 6 - Champion 7 - Shiny Friendly (10 shinies) / Shiny Fan (50 shinies) / Shiny Maniac (100 shinies) 8 - Prophet (10 legendaries) 9 - Farmer (125 IVs), Epic Collector (150 IVs) 10 - Banker (5M $) 11 - Event Farmer (10 events) ShapeShifter (30 events) 12 - Challenger (50 bosses), Boss Killer (150 bosses), Slayer (300 bosses) 13 - Trader (25 trades), Shopkeeper (100 trades), the Godfather (1000 trades) 14 - Supporter 15 - Friendly (10 friends) 16 - Ladder Tournament Champion 17 - Summer Tournament Champion 18 - Mole (5000 points), Driller (10000 points) 19 - Bug Friendly (10 wins), Insectologist (50 wins) 20 - Stubborn (50 headbutts) Rock Head (150 headbutts) 21 - Gold Digger (50 digspots) Palonteologist (150 digspots) ect. In order to keep the game readable, I thought of the following method: "Full titles" are only visible on the trainer card (at the bottom of the nickname for example). However, each title unlocks a "border" which is visible around the player's nickname. I know all this may seem unnecessary (and it is definitely not "urgent"), but do not forget that it is only a suggestion. Let me know what do you guys think about this suggestion :) Bye
    13 points
  3. I think that overall the new boss limit is a good idea, but I would suggest changing some of the numbers. For example, I would like to see a 12 day CD with a boss limit of 25 to synchronize with bosses' individual cooldowns. I know that some people will still be upset with these changes, but they are necessary for the game's economy to continue going without too many problems. This modification would make it less of a chore to track bosses, which is in line with the stated goals of the mechanic.
    11 points
  4. Since the most recent change just a few days ago (hours, even), the quest to access Sinnoh has been completely replaced. If you were in the middle of the quest, about to start it or had beaten Hannah but not talked to her and teleported to Sinnoh, you'll have to start the new one from scratch. Good luck, trainer! VERY BIG WARNING: ONCE YOU ENTER ROUTE 101 TO FIGHT THE GRUNTS, DO NOT, I REPEAT, DO NOT GO BACK TO LITTLEROOT TOWN. IF THE NPCS DISAPPEAR AND YOU CANNOT PROGRESS, POST HERE: https://pokemonrevolution.net/forum/topic/871-url . THERE SEEMS TO BE A BUG WHERE, IF YOU GO BACK TO THE TOWN AND THEN REENTER ROUTE 101, THE GRUNTS COMPLETELY DISAPPEAR AND YOU CANNOT CONTINUE THE QUEST UNTIL YOU ARE HELPED BY PRO STAFF. WELCOME TO THE SINNOH ACCESS QUEST GUIDE! The quest will start once you speak to the NPC Paul in Lilycove City (Hoenn). You need to have 6 pokemon in your team that are at the very least level 80 or above. This can be acheived by training them in Mount Silver or in Cerulean Cave as the NPC says. However, getting access to Cerulean Cave is painful, so we can also borrow a friend's team. The pokemon do not have to be ours to be valid for the quest, so we can borrow 6 pokemon at level 80 from a friend or train them ourselves. He will then teleport us back to Littleroot Town. Once you exit your house, you'll find unwanted visitors: Team Galaxy Grunts! The villagers need help! You will then approach Stan, who stares at you, menacingly (yes, this is a Jojo's reference). He will fight you with strong pokemon. He has a level 70 Exploud, Hariyama, Crobat and Purugly. They will then Teleport and escape. Go north to route 101. More grunts will appear. The next one has a level 70 Mightyena, Dustox, Masquerain and Luxray. Grunt Bernie is next. He has a level 70 Mawile, Aggron, Electrode and Skuntank. Grunt Jack comes afterwards. this will take long... He has a level 70 Cacturne, Altaria, Whiscash and Bronzong. Grunt Mario has a level 70 Whiscash, Claydol, Banette, and Drapion. There's still more! Grunt Karina has a level 70 Medicham, Dusclops, Glalie and Toxicroak. The last Grunt, Vincent, has a level 70 Absol, Tropius, Flygon and Weavile. You will then reach Oldale Town. Heal up and try to go to Route 102. Stan will block the way and fight you with his level 100 Alakazam. When he's defeated, he will teleport you to Route 103. You'll see Mars, Saturn, Pluton and Birch. However, you'll hear a mysterious voice: Maxie and Archie will take care of two of them, while you'll fight Pluton. He is a tough one. Pluton has a level 100 Slowking who will spam Scald, a Rotom-Wash, a Porygon-Z, a Blaziken, a Sceptile and Swampert (the pokemon they forced to evolve, it seems). Since many people asked for help on this step, I will give you an example strategy of how you can beat this boss easily: 1.- Geodude with Sturdy + Stealth Rock (or any evolution, you can capture one in Mt Silver with the moveset ready as Graveler) 2.- Electrode with Eerie Impulse (you can get one at a high level already in Cerulean Cave) 3.- 1 Pokemon with a good setup move. Examples: Gyarados with Dragon Dance, Clefable with Cosmic Power, Slowbro with Calm Mind and Iron Defense, etc. For this boss, I recommend you either unlock the Mega Slowbro Stone or you use a Clefable, easy to farm and use. You begin by using Stealth Rock with Graveler and letting it faint. Then you Eerie Impulse multiple times against the Slowking and faint your Electrode. After this, switch in your pokemon with a setup move equipped with leftovers, set up until your stats are maxed and you will be able to sweep. Example: Clefable - Cosmic Power, Toxic, Softboiled, Moonblast Gyarados - Dragon Dance, Earthquake, Waterfall, Ice Fang Slowbro - Iron Defense, Calm Mind, Slack Off, Surf However, they will escape after you defeat him. You will talk to Birch and he'll actually tell you that the three Hoenn starters are lost in Route 101 and 102. Mudkip can be found just below Birch in the Route 103. You need Surf to pick him up here. Torchic will be hiding in the spot in front of me in Route 101. Interact with it to rescue the lost pokémon. Treecko will be hidden in front of me in this spot in Route 102. Interact with it as you did before. Once you have picked up the three Pokemon, talk with Birch. He will tell you to go and talk to Alakazam. He can be found in the Docks in Lilycove City (same place you can go and get the boat to go back to Vermillion and Olivine. Congratulations, you've now completed the new Sinnoh Quest! VERY BIG WARNING: ONCE YOU ENTER SINNOH, THERE IS NO GOING BACK. YOU MUST DEFEAT THE ELITE FOUR IF YOU WANT TO GO BACK TO THE PREVIOUS REGIONS. Special thanks to: @WhiteBaron (mr corsi handsome french boy) for helping me out and fixing the variables that bugged while I was doing the quest. @Donuts02 for lending me his level 100s so I could rush Hoenn to do a guide of the quest for forums. @jimmicha for rushing my account story in Silver so I could do more guides for forums.
    9 points
  5. I have no idea why Weavile isn't in S Tier, if not being discussed for a ban already, whereas a Pokemon like Tornadus-Therian suddenly is. Weavile is easily the best revenge-killer in the game. It has 125 base speed meaning it outspeeds the vast majority of the metagame. Whenever you're down a Poke you can easily go to a Choice-Banded Weavile without issue and fire off something your opponent has trouble dealing with. It fits on every team archetype and literally every single one of its moves has insane viability. It has priority Ice Shard and two high-powered stab moves (Knock Off and Icicle Crash), which can easily 2hko the majority of the metagame. Oh, and it gets Pursuit too, which means you're rolling the dice whenever Weavile switches in on something slower and frailer than it. I wouldn't say this is the most troubling aspect of Weavile, however, it does cause 50/50 scenarios. Icicle Crash has a 30% flinch chance that can easily be the deciding factor whether you win or lose a game. It creates 30/70 scenarios far too often and forces you to play more defensively against it. There are certainly priority users that can revenge-kill Weavile like Aqua Jet Azumarill, Bullet Punch Scizor, Mach Punch Conkeldurr etc, but if you just spam the priority move, that can put you into a pretty crappy situation especially if they have something to absorb the hits like a Rocky Helmet Garchomp. If your plan is to counter Weavile defensively, then those defensive Pokemon can also easily succumb to a flinch chance, especially after knocking off Leftovers i.e Skarmory, Clefable, Quagsire, Ferrothorn, Chansey. I mean, just look at these calcs for reference: 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Clefable: 172-204 (43.6 - 51.7%) -- 10.5% chance to 2HKO 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Skarmory: 112-133 (33.5 - 39.8%) -- guaranteed 3HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Quagsire: 157-186 (39.8 - 47.2%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Ferrothorn: 118-139 (33.5 - 39.4%) -- 81.3% chance to 3HKO after Stealth Rock and Leftovers recovery 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 252 HP / 252+ Def Ferrothorn: 135-159 (38.3 - 45.1%) -- guaranteed 3HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 297-351 (42.2 - 49.9%) -- 90.6% chance to 2HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 248 HP / 252+ Def Eviolite Chansey: 261-307 (37.1 - 43.6%) -- guaranteed 3HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 252+ Def Tangrowth: 242-288 (59.9 - 71.2%) -- guaranteed 2HKO after Stealth Rock Now, let's see how much damage Weavile deals out to more offensive Pokemon: 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Volcarona: 319-376 (102.5 - 120.9%) -- guaranteed OHKO 252 Atk Choice Band Weavile Knock Off vs. 4 HP / 0 Def Azumarill: 90-107 (26.3 - 31.2%) -- 32.5% chance to 3HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 4 HP / 0 Def Azumarill: 118-140 (34.5 - 40.9%) -- guaranteed 3HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragonite: 235-277 (72.7 - 85.7%) -- 81.3% chance to OHKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 4 Def Greninja: 155-183 (54.3 - 64.2%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 252 HP / 0 Def Heatran: 213-252 (55.1 - 65.2%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Heatran: 213-252 (65.9 - 78%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Manaphy: 225-265 (65.9 - 77.7%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 4 Def Bisharp: 111-132 (40.9 - 48.7%) -- 10.5% chance to 2HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 0 HP / 4 Def Bisharp: 98-116 (36.1 - 42.8%) -- guaranteed 3HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 4 Def Excadrill: 337-397 (93.3 - 109.9%) -- 75% chance to OHKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 0 HP / 4 Def Excadrill: 297-349 (82.2 - 96.6%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 0 Def Tyranitar: 181-214 (44.8 - 52.9%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 0 HP / 0 Def Lucario: 132-156 (46.9 - 55.5%) -- 91.8% chance to 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Lucario: 150-177 (53.3 - 62.9%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 248 HP / 0 Def Scizor: 225-265 (65.5 - 77.2%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 0 HP / 0 Def Scizor: 225-265 (80 - 94.3%) -- 50% chance to OHKO after Stealth Rock 252 Atk Choice Band Weavile Icicle Crash vs. 0 HP / 0 Def Conkeldurr: 205-243 (58.4 - 69.2%) -- guaranteed 2HKO after Stealth Rock and burn damage 252 Atk Choice Band Weavile Icicle Crash vs. 252 HP / 0 Def Conkeldurr: 205-243 (49.5 - 58.6%) -- guaranteed 2HKO after Stealth Rock and burn damage 252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0 Def Serperior: 194-230 (66.6 - 79%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery 252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0 Def Latios: 224-266 (74.4 - 88.3%) -- 12.5% chance to OHKO after Stealth Rock 252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0 Def Togekiss: 194-230 (62.3 - 73.9%) -- guaranteed 2HKO after Stealth Rock 252 Atk Choice Band Weavile Knock Off (97.5 BP) vs. 4 HP / 0 Def Magnezone: 199-235 (70.5 - 83.3%) -- guaranteed 2HKO after Stealth Rock I could go on and on about the brute power of Weavile, but I dont want to flood this thread with calcs. In the many games I've played over the past few months I've considered it stressful and aggravating to play against. As I see it now, Weavile is just too much of an omnipotent force in the metagame to not be considered for a ban let alone S rank.
    5 points
  6. Piggybacking off this post: I believe a way to handle guild island would be to allow guilds to obtain their own, customizable islands at a cost. However, to avoid adding more work for staff, the customization part could be entirely a guild's responsibility, coming at a sizable pokedollar/cc price (which also serves to address inflation and increase guild loyalty, as well as help the game's finances). One way that involves little staff work would be to make guilds design and submit their own islands, under specified constraints (dimensions, amount of objects, etc). This will add an interesting activity for all guilds in the form of map editing, where guilds can participate in their own map design contest and generally have fun playing around with map editor to have their own unique islands. Having something that is unique to your guild certainly helps people identify with their guild more, and make it a more active scene than it is now. This also could introduce more players to map editor and nurture future PRO map editor staff candidates, or people to help out with new event/region designs. These custom maps, and any changes associated with them, can be uploaded with major patches every month or two, meaning its low maintenance. All that needs to be done would be to upload/change map files that the guild submits under specified constraints. Additionally, the map size, amount of zones/areas, number of buildings, and usage of specific decoration/furnitures/ornaments can be scaled to both the amount of guild donation (either CC/Pokedollars or both) AND rank. That way, PvP guilds still get the prestige, while PvE or casual guilds can also enjoy it in their own terms. Meanwhile the CC/Pokedoller cost will also help reduce inflation overall. If guild islands are individual as such, they can also have common areas where people from other guilds/non guild people can enter to have a look around, which will allow guilds to have another way of showing off their prestige and incentivize improvements to their respective guild islands. Just a rough idea, but i think having a special map accessible from major ports, (maybe call it guild terminal), with stalls representing each guilds with islands that directly takes you to their guild island, would be a great way to initiate this. And the respective guild islands will have the main common area where everyone has access to, and side zones that are private to the guild (where the other guild businesses, move tutors, etc are taken care of).
    4 points
  7. +1 as a member of a top 3 guild I see first hand that the guild island is barely even used so there might as well be some kind of way for people who actually want to use it get in. I also agree with the point of just giving top 3 a special area because there is already alot of areas only being used by less than 10% of all the top 3 guilds anyways
    4 points
  8. I would also like to propose longer cooldown on boss cap that matches the bosses' cooldowns (12 days), even if we still keep the limits on bosses. Indeed, having 2 separate cooldown timers for a single mechanic makes it really difficult for players to track bosses. Additionally, the current 7 day cooldown also conflicts with boss's 12 day cooldowns (15 for suspicious), meaning you effectively have to abide by a 14~15 day cooldown on two separate groups of bosses to not cause a massive mess in tracking timers. Uniting them to one timer will definitely help alleviate some of these confusions/frustrations. Additionally, a weekly cooldown is also a bigger chore for players that detracts them from enjoying other things in PRO, even if the runs are shorter. I would argue that most players would prefer to just get the bosses done in one go on a longer cooldown, as it gives you more flexibility in playing out content other than bossing in game--particularly for those who don't play every day. As having to do bosses weekly also eats into your BMS if you planned on hunting over the weekend, or XP booster if you intended to grind for a few days, a longer CD like Char proposed reduces such conflicts and gives more control to players over their own schedule/playstyle. On another note, it would be really appreciated if us, the players, can get an advance notice/announcement on major changes like these going forward so we can have a healthy discourse and provide proper feedback before anything goes live. I realize that this change was meant well, and I agree in part with some of the rationale behind the changes, but the way it was rushed can be quite frustrating, as evidenced by the amount of complaints in both discord/ingame chat and on forums. I believe a more open communication channel between the staff and the playerbase will help reinforce trust and cooperation between the two, leading to an overall healthier community. Thank you.
    4 points
  9. Holà, I hope you're all going well. I've finally decided to sell my baby, some informations about this auction: Reroll ticket = 700k Coin Capsule = 380k AUCTION OPEN ON BOTH SERVER C.O: Insta by timclib. INSTA: 10M. MIN BID: 500k. END: 06/06/2020 19h40 GMT+0. Good luck for bidding. Discord: Nakofum#1891 In-game: Nakofum
    3 points
  10. This in conjunction with the most recent update sends an abundantly clear message to PVE players. "We dont care about you, or need you here. Bye"
    3 points
  11. I agree too, i made a thread talking about how pvp rating works for guilds, because today, quantity > quality, escale max of players at a guild and gg.. well said.
    2 points
  12. Absolute +1. Seems like PvE Guilds are just non existant in comparison to bigger PvP Guilds. Players keep flocking together to the same top 3 in each server and the other guilds are almost completely ignored. The fact that Guild Island is simply not allowed to more guilds is disappointing in my opinion. It's such a great goal to try and acheive as a team and guild, but it feels forced to have it behind a PvP barrier, a place where not many players might not want to dwelve in, and they feel forced to have and try or leave to go to another Top 3 Guild. PvE Guilds deserve better or, atleast, the access to a Guild Island. We feel extremely neglected. This comes from the owner of Chaos Raiders, a Guild that was almost for one entire year Top 2 in Gold Server. PvE Guilds just get ignored and feel borderline useless unless you form an enormous group of people with a social community where everyone interacts and, still, some people only join with their second accounts while their main ones are in the Top PvP Guilds. We deserve better.
    2 points
  13. Excellent post. @Qeight we can release the hostages :^)
    2 points
  14. bump iriz where's the post
    2 points
  15. Bro I like ur shop so much,nice for a Pokémon catalog with alphabet n stuff but you know what,when u mention u have added 69 poke in ur thread it just hard n the regular browser that look around ur shop will need to start to A till Z to find those poke, my suggestion is separate ur newly added poke from the A-Z catalog n leave em be for like 1 or 2 weeks n after that u can added back to their A-Z catalog,that way we can see what new poke is added
    2 points
  16. That's a very nice idea, i would love to see it implemented
    2 points
  17. +1 to this and they CAN give good rewards :) hard work deserves compensation.
    2 points
  18. Here are some "borders" from Dofus (i'm not saying you should copy but this may be inspiring) :
    2 points
  19. So they're just going to continue to ignore us on this one huh? Very dissapointing
    2 points
  20. GUIDE IS NOW COMPLETE. You can now use this guide to access Sinnoh. Special thanks to Whitebaron (twice thanking him now) for helping me and fixing my variables. You can post the guide on the discord or you can send it and link it to anyone that needs to beat the quest to go to Sinnoh. I hope this helped you out!
    2 points
  21. +1 This is completely unfair for player that don't pvp, pve is one of the only things left for them, and they pretty much take it away.
    2 points
  22. Auction will continue for 24 hours from now
    2 points
  23. Happy to see you finally pushed yourself to express your disagreement - The thread covered my biggest issues with the island; it's pretty unfair to small and PvE focused guilds. I don't see why this feature can't let PvE and PvP co-exist in an MMO where there's a big player base for both types of content. As voiced in the other thread, there are more realistic options that would profit us both. Bosses are always welcomed and a nice addition to the game. It's a problem when it's the only major and permanent update for PvE content. It can get stale and it feels like we're getting tossed aside recently
    1 point
  24. I like the idea of borders around your trainer card. I do remember that ESEA, which is a CSGO third party platform to play on, does this as well and has received mainly positive feedback from the community. Every time you reach a certain rank, you get a new background for your client. Here is a screenshot from my client. https://prnt.sc/st6k2b The only ranks for backgrounds I'm missing are Rank G and Rank S. I also like the idea of having achievements and titles. I think a clickable entity underneath your name or somewhere on the trainer card with a list and short description of all the achievements you've gotten would be very nice just to show off your dedication to the game as well as for guild applications, we can see how experienced a player is to see if they will be a good fit for our guild. +1
    1 point
  25. 1 point
  26. I kinda agree we could get more space and cosmetics (it would also motivate more to donate for new stuff). +1
    1 point
  27. I agree as long as they don't give good rewards.
    1 point
  28. If you admins feel like there is too much cash in the game just do a cool event like those staffheld auctions of shiny pkm in 2017 for example. but deleting the half game brings more problems than it solves....
    1 point
  29. Yeah, headgears generally should have been separated into three category : upper, mid, and lower. Upper for headgears that cover only the top of the head, like flower crown, politoed hat, gracidea flower, or winter hat. Middle for headgears that cover only the eyes or ears, like the angel/devil ears, or any kinds of glasses (do we have any glasses in PRO?). Lower for headgears that cover only the mouth area, like the food items. Scarves can also go here, if any artist is thinking of making them. The flower crown + rose on mouth combo can be made to take up both upper and lower slot. Similarly, a full helmet that cover the entire head like Iron Man Helmet or all types of hood for example, can be made to take up all three slots.
    1 point
  30. Since there is nothing I can add to that I will close the Thread as resolved now. Thx Waleed Have a great day, M3ru3m
    1 point
  31. +1, this update doesnt make sense at all.
    1 point
  32. Hey there, @Stijnemans The going to sinnoh quest has actually changed. You now start of the quest by speaking to an NPC named Paul in Lilycove City. After that everything is straightforward. This change was implemented yesterday/2 days ago depending on where you live. Additionally if you haven't already, feel free to join the PRO Discord and stay tuned to our #announcements channel to keep up to date with any changes. I hope this can help, have a great day!
    1 point
  33. I dont want to muddy the water but its really just sounds like the deeper problem is that players dont have enough say when i comes to changes in general as this quote from the original point sums up the true problem of the game "To summarize it up: 1st I am mainly asking for more Informations from Staff, giving more PRECISE updates about things upcoming or getting fixed and don't talk in riddles! 2nd if no solutions to issues can be found ask us to help, 4 eyes see more than 2." Staff rarely makes changes after making sure the community is behind them which is usually a sign that they know what they are doing will be disliked to some degree and instead of coming out with it and seeing how the community would feel about for instance changing the bosses or the way repel trick worked is shady. I very much feel like staff would rather be right about something or just not do it because of personal interests not aligning with resolving said problem, or how much work or time it will take to correct each problem the community is having with the game but more than ever this feel like it rings true a lot of players didn't like recent changes and voiced their opinions in a myriad of ways but it has not gone both ways as most of the problems have gone largely no where, mainly because staff likes to play in the mud and argue about a topic more than find a solution. It shows a lack of gratitude for the people who spend their time effort money life playing this game they love and don't like a certain topic and start a discussion about it. Many of us very much support the game in other ways ways that carry the games needs as well ill be it donation or hours played, this relationship is symbiotic we need you as you need us but its not a two way street players have not been given the same respect they have been forced to give to staff.
    1 point
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