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Showing content with the highest reputation on 08/20/26 in all areas

  1. 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
  2. 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
  3. Hello there 🫣, as a casual player and an outside observer, I don't think this change is permanent, but rather something temporary. Currently plenty of new Pokemon have been introduced, and the magic lies in discovering them ourselves rather than simply being handed that information. That's what PRO used to be all about: stepping into the unknown. When you started the game and saw someone with an awesome Pokemon you'd never seen before, or didn't even know existed in the game, it sparked a passion in new players to push through the story and explore. Over the years, it has become easier and easier for new players to complete the story. Difficult requirements and grinding milestones (like the level 80 Rattata) were removed, leaving only a fraction of that original challenge (like unknown Pokemon levels in battles). But it's supposed to be challenging, not effortless. We are playing an MMO, a baseline level of interaction with other players should be expected. But even for those who prefer to play solo, that's completely fine, they can research and discover information on their own, just as others have done. When Astrella releases, I wouldn't want the experience ruined by Day 1 guides explaining how to rush through it, listing spawn locations, or spoiling new features. Naturally, there shouldn't be a Day 1 Astrella Story Service either. That would undermine years of hard work by the staff team and destroy the thrill of experiencing new content for the first time. While older Pokemon and spawn locations have been common knowledge for veterans, they remain completely new to fresh players. In that sense, there is new content here for everyone, regardless of experience. With all that said, I believe the spawn dump will eventually return. Assuming it won't be seems like a hasty conclusion in the long run. This isn't really a vote, just my perspective on the situation. Kind Regards, Lugario
  4. Got pinkan dungeon , hoopa unbound and victini service . It was great and too fast than i except great service and looking in future for more service for here
  5. Hello guys, Idk if anyone needed this or not but made this google sheet as a fun little project. Basically, I was grinding for PvP and my all level 100 mons Dex and got super tired of running around looking for a specific nature on just one Pokémon. I realized I could be catching 3 or 4 other viable competitive mons at the exact same time if I just knew what else shared that Sync nature on the route. So, I built this thing to act like a hunting GPS. You just tell it what you want to catch, and it cross-references live Smogon data with PRO’s spawn tables to tell you the absolute best routes to stand on for maximum "collateral damage." (other mons which shares the same sync nature) What it actually does: Route Ranking: Pick a target (like Charmander) and it scans every route, telling you the top 3 places to go based on how many other mons there need the exact same Sync nature. Membership Toggle: Uncheck a box and it automatically hides Safari/member-only areas so you don't waste time looking at locked routes. Built-in Smogon Viewer: Pulls Gen 9 NatDex sets (Abilities, Items, Natures) straight to the dashboard so you don't have to keep tabbing out to Chrome to check what ability you need. Evo Logic: If you search "Poliwag," the sheet automatically knows you are actually hunting for the competitive stats of Poliwrath and Politoed. If you scroll over to the right, you’ll find all the raw spawn data. That’s also where the Item Hunter feature is. Just select the item you want to farm from the drop-down, and it’ll tell you exactly which mons hold it and where to find them, works just like it does in Pokémon Reborn! How to get it working: Because this sheet uses a custom script to run the search engine in the background, we can't all share my live sheet or it will completely break when two people search at once. You have to clone it. You can try this here and if you want your own copy follow the steps below: Click here to grab your own copy: Click here Click "Make a copy" so it saves to your personal Google Drive. Go to the Dashboard and try changing the Target Pokémon in cell B1. Does take 4-5 seconds. Let me know if this helps anyone out, or if you spot any weird spawn data I need to fix. Also, suggestions on what more I can add or any idea that can be changed into helpful google sheets are always welcome! — IGN: Arshuuu (SILVER)

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