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Everything posted by Haneroze

  1. First and foremost, thank you for taking the time to explain the system and provide us with some spawn data and other facts. Looking at your explanation and the data, it does confirm most of the theories I've had from my experience and observations. I did estimate that each tier is about 1.5 times rarer than the previous tier, and the testing data you've provided us proves this to be a good guideline... Except for Tier 1. I did feel that the difference between tier 1 and 2 was rather larger, although I did not expect that difference to be 4 times rarer, or at least up to. I also agree that words are more meaningful than numbers... Although I wouldn't say as much from the name tiers that were originally given for the 9 sub tiers. While numbers don't speak as much when you don't know where they start and where they end, it's easy to grasp the "order". But for words, we can't quite always grasp the order. We don't see words like "Meagre" often, and it would rather be hard to remember which one is the most common between "Scarce" and "Sparse". I imagine the difficulty to grasp the exact order and ranking of the rarity vocabulary is the reason we settled with just numbers. That said, the data does prove that my points still stand. But before, for the sake of my arguments, let me provide a fictional table, based on your Vulcan Forest data. I've created two new columns: one where I assume there are 3 tier 1 spawns, and another where I assume there are none. The idea behind the calculation is that by removing the 4548 spawns, or by adding more 4548 Tier 1 spawns without changing the amount of tier 2+ spawns, I can simulate how the weight distribution gets shifted. It might now be 100% accurate, but it should be close enough to the reality. Tier 1 The big thing to notice is that the amount of Tier 1 is far too important to bundle it into another category. I wasn't sure how much Tier 2 clogged the spawns, but with Tier 1 being 4 times more common than tier 2, it's definitely the main culprit of lowering the spawn rates of what's below. If there's no Tier 1, the spawn rate of Tier 8 can more than double! If there's 3 Tier 1, the spawn rate of Tier 8 can go lower than half! Meanwhile, if we compare Route 116 with Vulcan Path, we can see that Tier 2 is not making that much of a difference. Therefore, it is absolutely crucial that we can tell which Pokemon are Tier 1 in an area. Without knowing that, there is simply no way that we can get an idea of which area is better than the others. Estimation Range The other thing to see is that tiers do have an estimation range rather restricted. From your data, Tier 8 stands between 0.94% and 1.28%. With my fictional table, going up to 3 Tier 1 in the area, it's between 0.45% and 0.96%, which is just like I said in my previous messages: the upper limit of the estimation is around twice that of the lower limit. Even if we include the situation where there's no tier 1, the upper limit reaches 5 times the lower limit, although we have to take into consideration that you might be taking more time to enter a battle anyway (As noticeable in areas with no tier 1 and 2). It is still definitely better than reducing to 3 categories. From your data, Common would become like 10% to 100%, Uncommon would become like 2% to 10%, and Rare would be 0.8% to 2%. If you include the 3 tier 1 column of my fictionnal table, you rather see that there's a rather big overlap, Common being ~5% to 100%, Uncommon being ~1% to ~10%, and Rare being 0.4% to 2%. It gets even worse if you include the column with no tier 1. So we definitely lose a lot of information, and we can't give an accurate estimation. Even if the displayed rarities were determined on the spawn chance rather than the tier, AKA no overlap in percentages, it would still result in a lot more vague information that is not reliable enough. With 5 rarity categories instead, we could have: - Abundant: 25% to 100% - Common: 10% to 25% - Uncommon: 4% to 10% - Rare: 1.5% to 4% - Very rare: 1.5% and under (lower limit estimated to 0.5%) We would still be losing information as the upper limit is more than double the lower limit, but we'd be at least somewhat close enough. However, there would still be another problem that rises. With the old tier system, we can give an "average" spawn chance for each tier, and tell how much it deviates according to the amount of tier 1 in the area. 3 tier 1? We deviate downwards. Only 1 tier 1? We deviate upwards. We may not know how much exactly we should deviate, but it would still land us close enough to the real spawn rate. But with a rarity category based on the spawn chance, we lose that information and we still don't know where exactly the chance actually is within the category. The difference is a bit like between trying to guess the result of the average of two dice throw, or trying to guess the result of a single die throw. In the former, the probability weight is heavier in the middle, so 3 and 4 are better guesses, while the probability weight is equal all around for a single die throw. The upper and lower limits are the same, but you're still more likely to be closer to the actual result with the two dice throw.
  2. That's a very good point! There's already a lot of factors that goes into the price of a Pokemon. Ability, Hidden Power, Nature, IVs, especially if it needs 31 Speed, usability in PvP, shiny/event form... But also how hard it is to hunt it. Even with every information being very clear, it's still very hard to be able to put a value on a Pokemon. Every sale is unique, you can't just look at previous sales and put the same price like with Coin Capsules. But now that the spawn tiers are vague, it's gonna be even harder to put the right price. If the seller has been hardcore hunting in an area, sure he could probably estimate the spawn rate of his sales, but for someone who just passed by and casually found a shiny or caught a rare-looking Pokemon with very good stats, he would have no idea of the actual spawn rate. And that's no better for a buyer who probably haven't even hunted the Pokemon in the first place. It's easier to misunderstand the real spawn rate of a Pokemon... And it's also easier for a seller to lie about it and try to sell for more than the real value of the Pokemon.
  3. These estimations are based on personal experience, and they have been in general pretty accurate. If you are just shutting down my arguments because I do not know the exact spawn rates, then please provide us with that information so that we stand on equal ground. Until then, an argument from a player's point of view will ALWAYS be based on estimation, because this is the most accurate information we can use. And it will ALWAYS remain the basis of a player's experience. And besides, that my personal estimations are accurate or not does not matter one bit for my argument. There's surely players who have been keeping better track of their spawns and can give better spawn estimations for each tiers. What the exact values are does not matter one bit, what matters is the logic behind the estimations. And you have yet to provide counter-arguments to prove that logic wrong.
  4. Please explain why you think it's more reliable and accurate. I've already explained, based on the information you and Walross have provided us, why it's objectively worse, that is: The new categories are STILL based on the old tier system. Common is Tier 1, 2 and 3, Uncommon is Tier 4, 5 and 6, and Rare is Tier 7, 8 and 9. We still have not moved away from the conception that having multiple Tier 1 spawns makes all the spawns behind get a lower spawn rate. We just don't know if the Common spawns are Tier 1 or 3 anymore, so it's even harder to tell which areas have their spawns clogged with Tier 1 Pokemons. The possible estimation range is A LOT larger. As I said, the new estimation for average time to spawn would be instant to 5 minutes for Common, 3 minutes to 25 minutes for Uncommon, and 15 to 80 minutes for Rare. However, just looking at the Rare tiers, 7 would be 15 to 30 minutes, 8 would be 25 to 50 minutes, and 9 would be 40 to 80 minutes. Before, the maximum estimation is only twice the minimum, but after, the estimation's maximum is more than 5 times the minimum. Even for a player that doesn't understand how spawn works, going for the average is still a better estimation than going with the new rarity categories. Even if the new categories took into consideration the spawns around and had no overlap in probabilities, it still would be too wide of an estimation with only 3 categories. You'd get instant-4m, 4m-20m, 20m-80m. It's still a maximum at least 4 times larger than the minimum. And how does making our perception even more vague improve this point? Before, we could at least get a very good estimate of the rate by looking at other spawns in the area and adjusting the average estimation of the spawn tier. So unless you casually just showed up in a random area where your target Pokemon spawns, you would never end up in the worst spot, you would at least arrive in one of the best spots. It's no longer the case anymore, since you can tell the difference between tier 1 which really clogged the spawn rates, and tier 2 and 3 which don't as much. Here's an example. You want to hunt a Farfetch'd, and you're looking at Route 38 during the Morning. Here's what you see: Pokemon Before After Magnemite 2 Common Raticate 3 Common Snubbull 3 Common Farfetchd 4 Uncommon Before, you see that there's actually no Tier 1, that's great! That means Farfetch'd would actually feel like closer to Tier 3. So a first estimation could probably be between 3 and 5 minutes per encounter. But after the change? There's 3 Common Pokemon before, you probably assume at least one Tier 1, and shrug it off as not being that good. It's probably around 12 minutes per spawn... But we're not too sure where in the category Farfetch'd stands, so the estimation gotta be somewhere between 6 and 18 minutes. See how we're going farther from the reality now? Whatever we try to estimate can actually be very far off the reality, because not only we cannot tell where in the vague category the target Pokemon stands, but we also can't tell how much the previous categories are clogging the spawn rates. Yes, at first glance, having categories name is more representative than numbers. But remember that category names are still very vague: In other Pokemon MMORPGs, Rare can mean you're not expected to see one before farming 24 hours. In the end, regardless of if we give a category name or a tier number, we still have to explain how much time you're expected to be hunting before finding one in average. The difference is that as an older player that have known tiers, I would rather give a tier as an answer, rather than a vague category. If someone asks me "How rare is Charmander?", my complete answer would be "It's Rare, but it was Tier 8 before, so unless nothing changed, it should take around 20-25 minutes to find one in average". See how I need to use both old and new vocabulary to try to be up to date, and to give the most accurate answer at the same time?
  5. We've debated a lot already, but I'll still post my opinion regarding the changes, especially since they're opinions mostly as a player, and thus that I expect many players to share as well. First of all, I personally don't have any issues regarding the tier changes. Sure, it effectively makes many Pokemons harder to hunt since they no longer have an exceptionally good single hunting spot, but times change and there's definitely certain Pokemons that need a change in rarity due to their changes in usefulness. In the end, one of the main reasons that kept me playing PRO is that every single Pokemon are realistic to obtain, you are never expected to waste days without even seeing the Pokemon once, and the dream of capturing every Pokemon is actually feasible. As long as this does not change, I will never mind the changes. What I personally don't like is the loss of information on the Reborn bot. I understand this change makes your job easier as it comes with more freedom to adjust the spawn odds without having to suffer the public opinion on every single change, but from the viewpoint of players, this is a strongly negative change that comes with no obvious positive point. I'll try to organize all the possible arguments I can find, both for and against the change. Overreliance on Reborn Data I'll put this in front since it will also get touched in other categories. One of the arguments that could be made for the change is that we've grown overreliant on this information being provided by Reborn. This is a similar argument to Staff View: Players were not meant to have this feature, but was still made available to use. While it was very useful, it did negatively impact the game to some point, as exploring was no longer exciting when you could see so far away. In the same line of thought, we do rely heavily on the data provided by Reborn when deciding where to go hunting, and have grown used to it. So there's actually two different player views that is born from this change: The view from a player who have been relying on Reborn, and the view from a newer player who never got to experience having that much accurate data. ... Unfortunately, the result is not going to be quite exactly the same as the Staff View removal. This is because Staff View did not provide new information, it just made it easier to play. For Reborn, we are losing information, but the old information remains available. New players will still get affected by the removal as old information will still continue to get exchanged. Knowing the odds Hunting for Pokemon is already a very heavily RNG activity, and we like to at least be able to estimate the odds. To me, this has always been extremely important whenever confrontated to a low-odd RNG mechanic. Poker? I always estimate the odds of landing on a specific hand before choosing which cards to discard. Drop rates? I always investigate to see how many attempts I need to drop it. If I can't tell, I might actually grow irritated because I'm not dropping the item, when in fact I might still not have made enough attempts to even reach the expected amount of tries before dropping. Being unable to drop an item, either because the odds are way too low or because I grew irritated from an assumed bad luck, has been the reason why I've quit the majority of MMORPGs. This is why I loved being able to see tiers in PRO. For any Pokemon I want to hunt, I could always estimate the average time required to hunt before I can encounter the Pokemon. Even for a beginner who don't know how spawn rates work, this is still a good information to be able to tell approximately how good a spawn is. To put it into examples, I can easily approximate Pokemons of a same tier to require approximately the same time to spawn. Tier 1 litterally shows up every other spawn, but Tier 3 shows up around every 10 spawns. Tier 7 requires approximately 20 minutes to spawn, but Tier 9 can take around an hour. This estimated time per spawn changes according to what's more common, but still remains accurate to a certain point: Tier 9 actually vary between 40 minutes and 80 minutes. That's good enough estimation for a beginner who just looks at the tier and not what's around. But what about now? We get only 3 visible tiers, where Common = instant - 5 minutes, Uncommon = 3-25 minutes, Rare = 15-80 minutes. This is extremely vague, and players might get confused why a Rare Pokemon isn't spawning even after 80 minutes. Another example. We have Vermilion's Surf, particularly during the Day, where Squirtle is tier 8, but there's only Tentacool and Tentacruel at Tier 2 and 3. This is great information, it means that Squirtle's spawn rate would actually feel tier 7! But now, you see two Common spawns in front, and you assume it's not too different from the other areas. This, in particular, is an enormous loss of information! Information discovery One of the "positive" points we could potentially see about the change is that this favorizes players exchanging information between each other. Instead of just asking Reborn, they would instead ask the information to other players, increasing exchanges between the community... But unfortunately, it's not that simple. There's four major problems to this. The first problem is that the community is not large enough, compared to how much information there is to gather. There's hundreds of Pokemons to hunt, but there's not enough players that spend enough time hunting to accurately get an idea about spawns. At best, they'll figure out spawn rates about the popular PvP Pokemons like Ferrothorn, but far too many Pokemon will remain without any information to be shared. Our playerbase is simply not large enough compared to how much data there is to gather. The second problem is that the RNG is far too unreliable to be able to make a good comparison between different areas. A player could ask where's the best place to hunt Larvitar, someone could suggest a place where 3 spawned super quickly... When in fact, he might actually have been at the worst possible place yet have gotten very lucky. None of the information obtained without hunting there for weeks is reliable enough. The third problem is that all spawn rates are subject to change at any time. People are much more likely to want to write information on a website knowing that this information is going to be accurate for a long time. When I wrote for the wiki, I wrote information on every single area in the game... Except Sevii Island, because it was announced that it would get reworked (it never did in the end). When a battle rework was announced, I lost all interest in continueing to work on the Move pages. So when you know that the odds in a single spawn area could entirely change due to a single modification, it really does not motivate players to spend so much time to figure out the spawn odds in an area. The final problem is specifically the existence of old information. Before this update, we knew the exact tier of every Pokemon on every area of the game. Unfortunately, this will remain the most "reliable" information for a looooong time, even though it might get outdated due to future spawn odd changes. So unfortunately, if the change remains as if, I doubt we will ever be able to figure out information more reliable than the pre-change information, for the majority of the Pokemons. Misleading One of the reasons you mentionned is that the old tier system is misleading. A common example would be certain sea routes where there's no Tier 1 and 2, so that wild encounters are not as frequent and annoying while traversing the route. This makes the Pokemons in that route actually feel one or two tiers more common, hence why it's misleading. Unfortunately, since this change is still based on the original tier system, it doesn't really fix the problem that it's misleading. A route with a Tier 3 Pokemon, tier 4 Pokemon and tier 7 Pokemon? You'll see one Common, one Uncommon and one Rare... But in reality, it would rather feel like two Common and one Uncommon. In fact, it might be even more misleading since a route with a lot of tier 3 Pokemons would appear to have a lot more annoying spawns than it really has! Exploration The probably most positive point that, I believe, is the main goal of this change, is that players would be more likely to try out new hunting grounds, rather than just look at the spawn and go directly at whichever hunting spot seems the best. We might indeed see players being spread around more hunting spots. Knowing that tiers for each Pokemon have been made constant, we might also be seeing hunters that aim for grounds specifically because multiple rare Pokemons spawn there, rather than just because their main target has the highest spawn rate in this area. However, many players are lazy. Without the ability to estimate how good each area is, players might just look up the spawn locations and go to the nearest spawn area, which could also potentially be the worst one due to a high density of tier 1 spawns. I don't think many players are ready to actually try out multiple areas, especially given how unreliable RNG is. Term Discrepancy Right now, "rarity tiers" is a word in the vocabulary of PRO. When a player joins and asks how rare, say, Charmander is, many people will reply Tier 8. After the change, some people will say Rare, while others will continue saying Tier 8, because that's really the more accurate and representative information. This could lead to confusion for new players who might not understand what's this about tiers when nothing gives that information anymore. If they search online, they'll also see that the most "recent" information (Reborn) gives a vague term in "Rare", but also see the Wiki or other guides say "Tier 8". They might conclude that the spawn system have been completely overhauled at some point, when in fact, all that happened is information being made more vague. Transparency This is very important for many people. Right now, spawns work with tiers, and the exact odds change according to what's around. For a player, this means that as long as no number changes, nothing changed. But that won't be the case anymore. I don't know how you plan to deal with this, but say, starters pass from tier 8 to 9 at some point. That means passing from "Rare" to "Rare", AKA no visible change. Would you announce that they've been made more rare, or leave it unannounced? Players might fear the latter, and they might grow paranoiac that a Pokemon has secretly been made more rare because they're on an unlucky hunt. In summary, this is the arguments in favor and against the change that I've aknowledged, from a player experience point of view: In favor: - Better spawn balance due to more freedom. - Players are over-relying on Reborn data. - Players will try new hunting spots. Against: - Not being able to estimate the spawn rate can lead to a more negative experience. - Information on player experience is too unreliable. - Older data will remain the most reliable information for a long time. - Clash of "old" and "new" vocabulary for tiers. - The data still remains misleading, if not even more. - Transparency problems may happen. Of course, I may have missed other arguments... But from what I can think of, the arguments against the change heavily outweight those for the change... And a good part of it is due to the fact that this older information will continue to exist and remain the more reliable information for many years to come, even if it's now off by a tier. A lot of the negative points wouldn't have meant anything if the tiers were hidden from the beginning. Although I would definitely prefer to have the change undone, if we were to keep it, this is what I would change: - Rarities should take into consideration what is in the same area, rather than the original tier. In other words, even if a Pokemon is the same tier everywhere, it could still appear one rarity higher on a route filled with Tier 1 Pokemons, or one rarity lower when on a route with no tier 1 Pokemon. - Given that this can change with the time of the day, the rarity could be calculated for each time of the day (A Pokemon could be Rare/Very Rare/Unavailable for Morning/Day/Night) - There should be 5 different rarities, so that the range of our estimation isn't that large.
  6. Since I haven't worked on the quest, I'm going to give my opinion as a player. And honestly, I'm very disappointed in the quest. I already knew that beforehand, but right from the trailer, we knew the quest was supposed to be inspired from the Zelda serie. However, the quest itself failed to deliver on this inspiration. I heard we would have dungeons, but what we got was just huge mazes. Zelda mazes are typically puzzles. Normally, a typical Zelda dungeon, you enter a dungeon, you figure out how to progress through rooms with what you got, you get a new item which allows you to access new rooms, you find a map, a compass, keys, eventually the boss key, all while solving puzzles to be able to progress until you reach the boss and defeat it. We had none of that. It was just large mazes. I quickly followed the right hand rule to avoid getting lost, found random stuff we needed to find, then found the boss. There was no puzzle, and it didn't take very long before I got the urge to search for a map of the area. The maps were also unnecessarily huge. If you are to make huge maps, you need to fill it with stuff to do. Side quests, items to find, fluff NPCs, just, anything to reward exploration besides the main quest! But there was nothing. Just dead ends. This problem of huge maps is further amplified by the Mountain boss. It didn't happen for the Forest boss, but for the Mountain boss, if you lose, you get sent back to the Pokemon Center. And then have to walk aaaaaaaall the way back through the huge maps and mazes. I'm normally very patient and never use repels, but I've lost it, and cracked open a bunch of the repels that were laying in my inventory. The bosses were rather hard, specially since you couldn't use items. For a legendary quest, that is fine, you don't want to give legendary Pokemon for free. But as an event quest, it just doesn't work. Events are supposed to be available for all players, but this is a huge barrier for the players that haven't had the time to optimize a boss team. The trainers on the way were also made on the hard side. Every battle, I would lose around half my team, and find it better to use an Escape Rope to return to the Pokemon Center, rather that use revives and potions to heal my team. I was honestly hoping to see an healing point somewhere so I wouldn't have to go through the hugetastic map again, but I was disappointed to find none. Also, we're used to completely ignore the Pokemon roaming the routes. In the Wasteland, the first thing I did was to talk to, I believe, the Garchomp, but just out of curiosity, nothing happened, and I moved on. I triggered the cutscene with Keldeo, and then moved on, trying to find my way. Only when I finally reached the end, did I learn I actually had to go back and talk to the roaming Pokemon, even the one I already spoke to before. I was annoyed since I was already getting lost in the huge map. I've also seen from a guide that the reward from the present in Matsuki would have worse rewards if you had not completed the quest. This is an extremely bad design, as it means you get penalized for exploring before doing the main quest. Normally, you rather want to reward players that explore. If you penalize them instead, they'll just want to follow guides in order to not get penalized. Finally, staying away from the gameplay elements, but rather into the story... I honestly didn't really like a few of the elements. I've never liked self-inserts inside story, like Chappy in Johto (They're fine as side NPCs). And seeing the hero being Niko (as in our Admin, Red), it just doesn't work for me. There were also a couple dialogs that I didn't like. The two main examples I remember were: - After defeating a Tyranitar, it said it returned to Mt. Silver. But how? How did the Tyranitar even get on Matsuki island, and why did it go there? I remember that something attracted Pokemon, but if it even attracted a Tyranitar from a completely different region, then why don't we have a huge swarm over there? - At one point, my character said she shouldn't have eaten perished Oran Berries. I know you were trying to be funny with that line, but personally, it instantly breaks the immersion, as I see my character to be someone that's very careful, and wouldn't have eaten something perished. This is why all games that allow you to customize your own character makes you either completely quiet, or only talk via choice dialogs. Regarding that last point, that's also going against the Zelda reference, since Link never really speaks. This is all of the feedback from me. It simply didn't live up to the hype you tried to rise from the trailer, in my opinion, and I'm already hoping for a rework of the quest.
  7. I don't think the situation will change much at all in 2-3 generations from now? In general, illegal movesets are caused by only a few things: -Having a regular ability with a move only learnable in generation 1 -Learning both a newer gen Egg Move and an older gen TM/Move Tutor move. -Having Hidden Ability and learning a move from before gen 5. In other words, it's mostly changes from the past that causes illegal movesets. In the future, they add a new move as level-up, TM or Move Tutor, it's going to work fine with any of the previously legal movesets, since all you need is to import said moveset and then add the move you want. Unless they decide to make a game unable to import from older generations, or make big changes to the stats of Pokemons, those cases will never be a problem. Only Egg moves create a problem, since the Pokemon needs to be created in the newer game, and thus can't benefit from moves only available in a previous generation. But again, same thing as before, if it ends up being too powerful, we just ban. There shouldn't be too many bad cases. The other possible problem would be with new mechanics. We will get Dynamaxing, which is certain to end up proving itself more useful with certain Pokemons than certain others. Those are definitely more likely to break the meta. Will those new mechanics cause certain illegal movesets to become too powerful? Maybe, maybe not, but a case-by-case ban still sounds more fitting. I'd be more worried about how we try to fit Dynamaxing along with Mega Evolution and Z-crystals, since they apparently won't make a return. And same with gen 9 and 10, we just don't know what new mechanics will change the game, and it's best to make a decision when we reach that point, rather than make decisions now in fear of what might not happen at all.
  8. I don't feel every combination that isn't possible in the original games should be banned. Gamefreak make games where each of them is supposed to feel unique. They implement new stuff each generation, but some other stuff, particularly TMs and Move Tutors, don't make it back. They are not necessarily choices for balance, but rather choices because of limitations. As thus, Showdown bans these not because they're broken, but because they want to simulate the experience of specific generations. On the other hand, we're an MMORPG that aims to make everything available. We have TMs and Tutors that were only available in old generations, available to use right here in a 7th Generation environment. So why should we pretend that a specific Pokemon should be unable to learn something? If it's broken, then sure we should ban it, but if that combination ends up only being a niche, why should we ban it? Elemental gems are not available in Gen 7, because they were replaced by Z-crystals. Should we ban Elemental gems then? If yes, then why are we even making them available to obtain? The only situation a gem is better than a Z-crystal is for Acrobatics, and that's not really broken. Gen 8 will be unable to bring back all Pokemons. Although the choice of which Pokemon to keep was done with the apparent consideration of a better balanced PvP environment, the choice itself of not keeping the Pokemon in the files was made due to limitations that we don't have. Should we then ban half of the Pokemon when we upgrade to gen 8? That would be ridiculous, and ruin the MMORPG experience. So yeah, since we're not trying to imitate the original games to the letter, it makes more sense to allow everything, and only ban what proves to be broken. That, actually, shouldn't be possible even here. Rotom was designed to only be able to use the elemental move that matches its current form: when it loses its form, it also forgets that move. It's definitely something that shouldn't be allowed, and the NPC that changes Rotom's form should definitely make Rotom unable to bring other form moves eventually.
  9. It's not just a video game... It's THE video game! (っ'ヮ'c)
  10. Uuuh, I have to fix you, but... In Silver at least, Coin Capsules are worth 250-300k, making it 50-60k for 1 USD. Also, the first 4 regions are all based on Japan regions.
  11. I disagree! Japanese Pokemon has always used the Yen sign (円, which is the Kanji version of ¥) in the japanese version of all generation pokemons. However in oversea versions, they don't want to use the yen sign, so they created the Pokedollar instead. This makes sense because of the following two reasons: -Prices for items make sense. A Pokeball is worth 1.76 USD, an Ultra ball is worth 10.57 USD, a Full Restore is worth 26.43 USD, etc. That shows how expensive it is to actually purchase tons of items, unless you're a main protagonist that wins every battle and accumulates victory money. -If you compare ¥ to the Pokedollar sign, you'll notice it's the same thing, except that Y has been replaced by P. That's right, they're both just a letter with two bars in the lower half! Now, PRO's world is a bit special. If you follow that logic, the items are worth the same price, but the subway is worth 2'643 USD for a month. A Coin Capsule, which should be worth between 2'202 and 2'643 USD, is actually obtained only for 5 USD. What is going on in there, you ask? Let me explain... First, the value of goods and services are all over the place. In this world, everyone dreams to be a Pokemon Trainer, and so everyone is travelling all over the place. This means that finding materials for building goods is easy, but there is a huge lack of personel for services. Thus, the Offer and Demand have a very good balance for pokeballs and potions, but when it comes to services like the Subway, the Offer is unfortunately extremely low, and thus they have to sky-rocket the prices. Second, the value of the Yen, or Pokedollar, has unfortunately inflated. As wild pokemons magically print Pokedollars, the value of the Pokedollar has dropped. These USD equivalents I've given? Actually, they're worth less in USD, and that means Pokeballs are actually as pricey as getting a bubble gum from one of those bubble gum machines. This is actually the second reason why services are expensive: The Pokemon government has reached to the subway manager and various other companies, and they have concluded an agreement to raise even further their prices and give back a percentage of it to the government so that they can limit the inflation as much as possible. Third, Coin Capsules are not goods recognized by the government. They're goods that came from the black market, for which their production is actually very cheap, only 5 USD worth of material, but sold at extremely high prices. Of course, the government knows about it, but they have decided that leaving it like that is a more healthy choice for the sake of preventing inflation: Money that gathers into the possession of one person tends to be money that does not circulate anymore in the economy. This allows to keep the normal trainer's wealth to reasonable amounts. And there you have it! The Pokedollar is actually an inflated Yen!
  12. Hello, The latest major update brought a lot of changes. And amongst them, there's one of the changes I'd like to talk about. Now, at the end of every message in-battle, you hear a UI sound. However, I find this rather annoying, especially when I want to hunt while watching a youtube video or something. This makes me want to disable Sound Effects altogether, but that means I can no longer hear the cry of the Pokemons, greatly increasing the chances that I accidentaly run away from the pokemon I want. Note that in normal game design, playing a UI sound during a message only happens when you press a button to move to the next message. This means that messages that automatically move to the next one do not play a UI sound. This is done so that the player understands that his or her button press did something, and it is the same design in the original Pokemon Games. However right now in PRO, it plays whenever a message has been fully displayed, even if it automatically moves to the next message. While that's sortof okay for normal NPC messages, it feels very unnatural for in-battle messages, and it gets annoying quickly. Could it be possible to revert it back to how it was before, or give us the option to disable that sound?
  13. Hello, I'm also having the issue that my clothes, or Cyan Gothic Dress, turned into Purple Gothic Dress. Redownloading the game did not fix the issue. From what I've gathered, the issue (or part of it) seems to revolve around the Gothic Dresses, as I've seen the following: -Autumn Cloth turning into Gothic Dress -Gothic Dress changing color -Gothic Dress disappearing. (probably turned into a different item) I've also had a guild member mention that her Cat Ears were also gone. It seems to me that there's an offset in ID happening around the Gothic dresses, which causes them to become the next item in ID order.
  14. My Teal Gothic Clothes have also changed to Purple Gothic Clothes. I think there may have been an offset in the Cloth IDs.
  15. Hotkeys and all settings were reset. You'll need to reassign your hotkeys back from your inventory. Are they also gone from your bag's Customization and Key Item tabs?
  16. Hello folks! Bumping this thread to update you all. I've just finished updating all the side islands (except Sevii Islands due to its impending rehaul) in the order you have voted for. I could see why Leev Town and Dock Island weren't popular (´・ω・`) I've also started updating and creating Move pages, and right now, I'm about 10% done (soooo many moves!). I've been looking forward to accurately giving a list of bugs for each moves, so that players can easily get an idea of how a move differ from original games. This is definitely taking a while though, so I'm doing it in bulks of 25 moves between other big updates. Finally, wiki editors that have joined me recently have been working on pages related to Legendary Pokemons for now. It's not complete yet, but that's definitely something to look forward to! Right now, we've been informed of an update on the wiki that will cause a roll back on the site, so we had to slow down. We can still work and save pages offline so that we can repush the changes after the update, but that makes it less ideal to work, especially for minor changes. I'll be thinking about what to do next when the update is done, but perhaps you people have some preferences?
  17. Hello~ Unlike in the original games, when using Autotomize, the Pokemon's weight is not reduced. Moves such as Low Kick will thus keep the same power. Prerequisites (for testing): - Two players - Player A has a Klang that knows Autotomize. - Player B has a lower level Pokemon that knows Low Kick. Steps to Reproduce: 1. Both players battle each other. 2. Player B uses Low Kick against Klang. 3. Player A uses Autotomize after taking the hit. 4. Player B uses Low Kick again. Current Result: Player B's Klang takes as much damage before using Autotomize than after. Expected Result: Player B's Klang takes significantly lower damage after using Autotomize. Notes: - Bulbapedia states that the user loses 100 kg, bringing it to a minimum of 0.1 kg. As Klang is 51 kg, this means Klang's weight should become 0.1 kg, and Low Kick should be reduced from 80 power to 20 power, dealing 25% of its usual damage. - The two other weight-modifying mechanics, Light Metal and Heavy Metal abilities, are correctly working and affecting Low Kick's power.
  18. Hello~ When using recharge moves such as Hyper Beam and Rock Wrecker, the user needs to spend the next turn recharging. This recharge turn can be interrupted with status conditions such as Sleep and Paralysis, which will cause the move to require more than one turn to recharge. It can also be interrupted if the recharge happens during the opponent's semi-invulnerable turn of two-turn moves like Fly. Prerequisites (for testing): - Two players. - Player A has a Pokemon with Hyper Beam. - Player B has a faster Pokemon with Spore and that can survive the Hyper Beam. Steps to Reproduce: 1. Both players battle each other. 2. Player A uses Hyper Beam. 3. Player B uses Spore on the next turn. Current Result: Player A's Pokemon is unable to recharge until the pokemon awokens, and requires to recharge on the first turn after waking up. Expected Result: Player A's Pokemon should always recharge on the second turn, regardless of status condition and other events in the battle. Notes: - This issue was only tested on Hyper Beam. It is assumed to also occur on Giga Impact, Rock Wrecker, Blast Burn, Frenzy Plant, Hydro Cannon and Roar of Time. - Recharge turns have been confirmed to be extended against Sleep (including Sleep Talk), Paralysis, moves like Fly, and Disable. Flinching and the Truant ability do not cause the issue. - Disable has its own report thread, due to the number of different affected moves: https://pokemonrevolution.net/forum/topic/108867-url - As the player is also prevented from switching during the recharge turn, this issue also makes it impossible to switch during all the extended turns. - The behavior of recharge moves was tested on Showdown against Freeze, Sleep, Paralysis, Confusion and Flinch. It was not possible to cause the recharge turn to be postponed.
  19. Hello~ If a Pokemon has a disabled move and uses Sleep Talk to use that move, the move will fail. In the original games, the move would however succeed. Prerequisites (for testing): - Two players. - Player A has a low level Delibird knowing only Present and Sleep Talk. - Player B has a Smeargle knowing Spore and Disable. Steps to Reproduce: 1. Both players battle each other. 2. Player A uses Present and damages Player B's Smeargle. 3. Player B uses Disable to disable Delibird's Present. 4. Player B uses Spore. 5. Player A uses Sleep Talk. Current Result: Player A's Sleep Talk chooses Present and the message "But it failed" appears. Expected Result: Player A's Sleep Talk chooses Present and the move is successfully executed. Notes: - Bulbapedia states "Sleep Talk can still call a disabled move" on the Disable page. This interraction was also tested on Showdown, where the disabled move was successfully executed through Sleep Talk. - This issue was tested using a Sleep Talk Kangaskhan with Double-Edge being the disabled move.
  20. Hello~ When disabling a move from an NPC trainer or a wild Pokemon, they will still attempt to use the disabled move, effectively wasting their turn. Steps to Reproduce: 1. Catch any Pokemon with the move Disable. 2. Fight any wild Pokemon. 3. Let the wild Pokemon use any offensive move. 4. Disable the offensive move. Current Result: The wild Pokemon continually tries to use the Disabled move and fails. Expected Result: The wild Pokemon is unable to choose the disabled move and attempts attacking with a different move. Notes: - If the Pokemon has Status moves, it is still possible that it selects the Status move instead. However, if it only has offensive moves, it will never select any other move unless the player switches to a different Pokemon. - This issue can be used to easily set-up against bosses, given that the Disable Pokemon is fast enough. - This issue does not occur on Players, as they are correctly prevented from selecting the Disabled move. - This issue occurs for both Disable and Cursed Body.
  21. Hello~ If the opponent is faster and successfully disables the move the player chose to use before it could be used, that move still loses a PP despite failing to be used. Prerequisites: - Two players. - Player A has a Pokemon with Avalanche - Player B has a Pokemon with Protect and Disable. Steps to Reproduce: 1. Both players fight each other. 2. Player A uses Avalanche. 3. Player B uses Protect on the same turn. 4. Player A uses Avalanche again. 5. Player B uses Disable on the same turn. Current Result: Player A's Avalanche has lost a total of 2 PP. Expected Result: Player A's Avalanche should not lose any PP on the turn it could not be used due to Disable.
  22. Hello~ When using Disable on any move that prevents the use of any other option for 2 or more turns and while the opponent is still locked into it, the opponent will be unable to choose any option and will be locked into failing the move until Disable ends. These moves include charge moves such as Solar Beam, recharge moves such as Giga Impact and rampage moves such as Outrage. Prerequisites: - Two players - Player A has a fast Pokemon with Disable and a weak pokemon. - Player B has a slow Pokemon with Hyper Beam. Steps to Reproduce: - Both players fight each other. - Player B uses Hyper Beam and KOs Player A's weak Pokemon. - Player A sends out his or her Disable Pokemon. - Player A uses Disable before Player B's Pokemon recharges. Current Result: The message "But it failed" continually appears every turn, and Player B is unable to switch or attack until Disable ends or the disabled Pokemon faints. Expected Result: Hyper Beam successfully recharges and Player B is able to switch or attack with a different move on the next turn. Notes: - This issue was confirmed to occur with Thrash, Outrage, Dive, Sky Attack, Giga Impact and Rollout. It is assumed to occur for any other move with the same mechanics. - In the case of Dive, it can only Disabled if one of the two Pokemons has No Guard ability. If that happens, the Diving Pokemon remains in its semi-invulnerable state until the move successfully ends. - Disable can be reused when the disable ends, making it possible to infinitely lock an opponent. - Related bug: [Moves] Outrage and similar moves do not end correctly on a failed hit
  23. Where are you from?: Quebec, Canada How old are you?: 26 years old How much playtime do you have on PRO (including alternate accounts if any)?: Barely reached 1000 hours on my main, + ~250 on my alt Has the game improved since you first joined? If yes, how?: Yes. More useful moves like Encore were coded, servers definitely got far more stable, and there's been some other nice changes here and there like the Item Recycler Is there a staff member or player who you feel is underrated?: Wait, are we rating people? I'm bad at that (。>﹏<。) If you could change one thing about PRO, what would it be (no restrictions, be creative)?: Definitely the AI. You look at the gen 5+ original games, wild Pokemons use completely random moves, Gym Leader make pretty optimal use of their movesets, and trainers stand somewhere in between. Here, everything uses the same AI, and it's just using a super effective move, which makes battles not as fun, and often easy to abuse.
  24. Hello~ When a low level pokemon faces a high level pokemon with type resistances, it is possible for a move to hit and still deal 0 damage. If that happens, Status effect and stat drops will never proc. Prerequisites (for testing): - Two players. - Player A has a Pokemon under level 10 that knows Mud Slap. - Player B has a level 100 Parasect. Steps to Reproduce: 1. Both players fight each other. 2. Player A uses Mud Slap against Player B's Parasect. Current Result: Parasect takes 0 damage and its accuracy is not dropped. Expected Result: Parasect takes 1 damage and its accuracy is dropped by one stage. Notes: - In the original Pokemon games, it is impossible to take 0 damage. In PRO, it is possible only for resisted attacks. Double resistance makes it significantly easier to occur. - This issue has been confirmed to occur with Twineedle, Smog and Mud Slap. - Astonish successfully flinches even when dealing 0 damage, leading to believe that this issue only occurs for Status effects and Stat drops secondary effects.
  25. Hello~ According to Bulbapedia, Twineedle has a 20% chance to poison on both of its hits, effectively resulting in a 36% chance of poisoning per use. However, Twineedle appears to only have 20% chance to poison per use, as the proc is only counted once at the end of the move. Prerequisites (for testing): - Two players. - Player A has a very low level Beedrill with Twineedle. - Player B has a Steel or Poison type that can survive 20 Twineedles. Steps to Reproduce: 1. Both players fight each other. 2. Player A repeatedly uses Twineedle. 3. Player B repeatedly uses support moves. 4. Count the number of "POISON failed to have any effect" messages. Current Result: The proc chance of Twineedle's poison converges toward 20% per use. Expected Result: The proc chance of Twineedle's poison should converge toward 36% per use. Notes: - Testing it over 5 battles, the total amount of procs was 22 out of 100 uses (Per battles: 6, 4, 5, 2, 5). - The poison still attempt to proc if the first attack of Twineedle faints the opposing pokemon.
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