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Haneroze

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Posts posted by Haneroze

  1. Uuuuh, that question seems unrelated to the title...? So I'll try answering both (´・ω・`)

     

    In pokemon, both you and your opponent chooses a move at the same time. Whichever pokemon has the highest speed gets to attack first. This means that with a slow pokemon, you also have to take into consideration what your opponent will do before choosing your move. If there's a tie in speed, it's a 50/50 chance to go first or second.

     

    Of course, there's a little more to it. Many moves such as Quick Attack and Protect have higher Priority, while some others like Counter and Roar have lower priority. If both pokemons choose a move with different Priority, Speed is entirely ignored. Speed, in general, does not affect anything else than turn order, but there's also a couple moves, Electro Ball and Gyro Ball, that increase in power depending on how fast/slow you are over your opponent.

     

     

    Now EV. This stands for Effort Value, and is represented in blue when looking at your pokemon in-game. Basically, everytime you defeat a pokemon, you gain an EV point in a particular stat. The rule of thumb is that whichever stat is the best for a pokemon, that's going to be the EV he gives when defeated, so a Rattata that only has a good Speed will give Speed EV. EV points max out at 252 for a single stat, and 510 in total.

     

    The calculation is that at level 100, each 4 EV points will increase that stat's final score (represented in white) by 1 point. The final score is what is used for all calculations in battle. So, since you're talking about speed, let's give an example with speed. Say there's two identical pokemons facing each other, two level 100 Gengars with the same Nature and IV points (those also affect stats, but cannot be changed after being captured). However, your Gengar is not properly EV trained with only 50 points in Speed, while the opponent is fully EV trained with 252 points in Speed. This is making a significant difference as he has 50 Speed over yours, so his Gengar will play before yours.

     

    Hope that answered your questions!

  2. Minimodding is essentially acting like a mod, while you're not actually one. A clear example would be pointing at people saying that they're breaking the rules and will get banned for it.

     

    While someone could be minimodding with good intentions, there's many cases where it really does not help a situation, especially if handled poorly. For example, say there's a flame war that broke out in a thread, and someone tries to jump in and ask to stop. It can very well happen that they'll drag the minimodder in the flame war instead and just worsen the whole thing, whereas a mod would have more impact with the ability to hand out mutes, or simply lock the thread if he or she judges it has gone too far beyond control.

     

    That's why there's many places that ask not to minimod. If you see someone breaking the rule, just don't participate and notify the mods with a report. They'll know how to best handle the situation.

     

    I don't think there's any problem to replying to bug reports and similar threads. If they wanted only the mods to be able to reply, they would have made these threads private like the complaint area. Just act as a player by sharing ideas or providing more information, and not as a mod. I'd say an example of minimodding in that section would be saying something like "Not a problem, lock the thread", as that could offense the thread starter. But in general, the main worry for this rule is the example I gave above.

    • Like 1
  3. Hello Xugo~

     

    Just to add info about it, after our heroic attempts in Help chat:

    - Entering a battle is considered an instant loss, and throws Xugo straight to the Pokemon Center

    - We tried to sneak him into the Viridian Maze to get the abandonned pokemon. While successful to sneak in, the abandonned pokemon was unfortunately not there.

    - It was also not possible to sneak past the NPC preventing progressing in Pewter to try and buy a Magikarp.

    - Professor Oak doesn't even say anything apparently. Furthermore, Xugo got stuck in the Lab until relog. Of course, unsuccessful at getting a new Starter pokemon, and Pikachu was already gone.

     

    Apparently, Xugo's account was very possibly a target of an account wipe, which condition was to have played less than an hour total and be inactive for over 2 years. The result is that all pokemons are wiped out, but apparently variables too, which would explain the glitchiness happening in Oak's lab. So solving the problem might be a little more complicated than just giving a pokemon.

     

    Edit: Also, probably worth mentionning this was on Red server.

    • Like 1
  4. They've already added gen 7 pokemons to the pokedex in order to prepare for their addition into the game. If they can add Alolan pokemons, they certainly will.

     

    However, it seems that right now, they're unable to handle alternate formes, which means there's a possibility they can't implement alolan versions right away.

    • Like 1
  5. I do know that feeling. When I make a suggestion, it's a suggestion before all for the staff, not for the other members. So it's all a waste of time if there's no staff that even took a look at it. On that note, I think it's time to bump my threads that are sinking without any replies and barely any views, a thing I would not need to do with your suggestion.

     

    I however see two problems with the new format you're suggesting:

     

    1. If you hide the refused suggestions from other users, no one will know what has already been refused. If it's really necessary to hide the thread, it should at least be necessary to keep a thread updated with all the ideas that have been refused.

     

    2. Certain users suggest things that are just super vague, and very easy to dismiss as non-doable. This is where a discussion with the other users first can be useful as they can help turn the idea into something realistic. For that purpose, maybe it could be useful to create another section where users can discuss an idea before submitting it to the staff.

  6. The problem with your De-evolution stone is that, if you use it on a pokemon that evolves by level up and that is already level 100, it won't be able to evolve anymore, meaning you've permanently screwed this pokemon. While we could prevent that stone from de-evolving pokemons that only evolve by level up, it would still cause problems for your very example: you won't be able to change your Gallade into a Gardevoir. I see two possible solutions for this:

    -The De-Evolution stone reduces the level by 1. This means it would technically require an extra rare candy.

    -An evolution stone is also created, which triggers a pokemon's level up evolution.

  7. Uuuuuh, I think you got it backwards. According to both Bulbapedia and Serebii, Suicune had Hidden Ability Water Absorb in generation 5 and 6, then was switched to Inner Focus in generation 7.

     

    I wouldn't say that it wouldn't happen. You only have one try at capturing a legendary pokemon, so that's why they've made IV reroll tickets, and lately Nature reroll tickets (was it the other way around?) available. So I would say abilities would eventually happen.

     

    However, the problem with abilities is that the current Reroll ticket format simply won't work. Most legendaries can only have one ability, and those that do have a second ability have it as a Hidden ability, so 5% chance of happening (without BMS). You wouldn't want a ticket to be wastable on a Legendary with no HA, and those who do, well you'd have a 95% chance of nothing happening.

     

    Instead, I'd see an NPC, much like the Pre-evolution move tutor, that first checks if your legendary pokemon is eligible for ability switching, then asks for a Ability change ticket -Far more pricey than the reroll tickets- before switching the ability. The ability switching chance would be 100% success rate, and be the same cost even if you go from H.A to normal ability.

     

    On a side note, out of all the legendary pokemons catchable at one point in PRO, there's only Raikou, Suicune, Entei, Regice and Heatran. So I feel like the priority would be very low right now.

  8. There's a few problem with quests saying "Use this pokemon in PvP".

     

    First of all, that can't be made daily: You need to take the time to get one with good IV/nature/ability, EV train it and level it to 100, and that would normally take more than 1 day. If you don't do that, well it's as good as going in PvP with 5 pokemons only.

     

    Second problem, even if it's rather a weekly quest, or a no-time-limit repeatable quest with a 24 hours cooldown, we need a condition to incitate players to not just train the pokemon to level 100, lose a battle with it and be done. That simply wouldn't be fun.

     

    Last problem, you can't just throw random pokemons in that objective. Of course, you have to take out all Legendary pokemons and non-evolved pokemons. Then you have to make sure to also take out unique pokemons and those that are not available to catch (like Castform). Take out those that are pretty much unusable (Shedinja, Ditto). At the end, it kind of becomes very hard to decide what should stay.

     

    If we bring something with that objective, I would see something like that:

    -The quest giver gives you 3 random choices from the pool of "usable" pokemon. One under 500 total base stats, one between 500-550, and one between 550-600. These are "difficulty" choices and affect the reward.

    -You can take however much time you like to train the pokemon you've chosen, but you must present him with said pokemon at level 100 and with all 510 EV distributed.

    -Once you've presented him with that pokemon, you must participate in 5 battles with that pokemon in your party.

    -After completing the 5 battles, you return to the quest giver to claim your reward, after what there is a 24 hours cooldown.

    -Your reward is higher depending on two factors. The lowest the total base stats of the pokemon you chose, the better the rewards. Furthermore, the more battles you've won in the 5 battles, the better the rewards. The minimum reward still remains good enough for at least taking the effort to train a completely new pokemon.

  9. As experience from previous games, I'll say right away: Avoid daily PvP quests to be wins, ESPECIALLY wins in a row. It's very frustrating when you try to go for the Daily PvP win, but end up losing all the time because of bad luck. Even just for one win, someone might end up spending 4 hours just for this "daily PvP win".

     

    Ideally, you want something more stable. If we go for something like "Complete 3 PvP matches", you know you'll finish the daily quest without too much time, but it might incitate players into just trying to lose as fast as possible. A better compromise would rather be "Defeat 6 pokemons in PvP", which would complete in one victory but still progress in a loss where you tried to win.

  10. Hello folks!

     

    I've encountered a certain problem rather often during Region stories. Let me take the latest example. During my Sinnoh run, I captured a Clefairy in Mt. Coronet to use in my story team. And later on during the story, I've noticed: I did not have a Moon Stone (my last one disappeared during the quest to unlock the region). So I've looked and discovered that there exists no way to obtain a Moon Stone in Sinnoh. In other words, unless someone delivers me a Moon Stone from another region, it is impossible to evolve my Clefairy until I finish the Sinnoh story, at which point I won't want to evolve it anymore.

     

    Fortunately, I had a guild to back me up, but this is rather frustrating. Three of the pokemons I chose for my Sinnoh story required an item that cannot be obtained during the Sinnoh story, namely Moon Stone, Sun stone and Razor Fang. Those don't seem to be the only cases.

     

    So I suggest that all evolution items be available in all regions following the rule: If an evolution item can be obtained in a previous region and is required by a pokemon in the current region, it must be possible to obtain it during the story of that region before completing the 7th badge. This means I consider it fine that Gligar's Razor Fang is not found in Kanto, but not fine that it is not found in Sinnoh when it could be found in Johto and Hoenn.

     

    The way they are made available does not matter too much, although diggable spots are not preferred: the 3 days cooldown for retry makes it better to just abandon the pokemon. The item could be a rare held item, or it could be a one-time quest reward. As long as it is possible to take a small break from the story and farm for the item.

  11. Solrock could only learn Morning Sun as a Dream World move in Generation 5. This means that a Solrock captured in Generation 6 or 7 has no means to learn Morning Sun. Furthermore, there are more pokemon that has a couple moves exclusive to Dream World, so if we give the move Morning Sun to Solrock, we'd also have to give every other pokemon their Dream World move.

     

    If we are to allow pokemons Dream World moves, I see two ways to implement it:

     

    1st. Dream World move tutor. Very simple to implement, but I feel like... it's too easy for the uniqueness of the Dream World moves?

     

    2nd. In the same way as Hidden Abilities, each pokemons has a 5% chance to also have a Dream World move, assuming there's one they can learn. This chance would be increased to 25% with a Black Medallion. Of course, percentages don't have to be the same as Hidden Abilities.

     

    The problem I personally see with that is that Gen 5, 6 and 7 pokemons were not given any Dream World move. So I have mixed feeling about having it introduced with half of the pokemons missing out on that feature.

  12. There's a lot of pokemons in the anime that has been made different to give some "specialness" into the episode, which sometimes also contribute to make said episode do less sense. These never appear in the games, mostly because it doesn't really serve a purpose. The Red Gyarados, however, served the purpose of introducing Shiny pokemons to all players.

     

    In PRO, we have two kind of "special" pokemons. The first kind is only used by NPCs, which I've seen only one special case outside of Mega evolutions and Primal legendaries. The second kind are alternative forms you can find with a low chance, mostly for events. They are not limited, and so one person could have multiple Crystal Onixes. I don't think it would really serve any purpose either to limit to one per player, especially when it's a perfectly good pokemon to throw into the economy.

     

    Another thing you have to think about is that Onix has an evolution. This means that there would also be a Crystal Steelix, which has not been a thing in the anime. That might sound a little less special to you. At the very least, if we throw an event for Crystal Onix + Steelix, chances are we're also going to see Crystal versions of other pokemons. Or maybe not just Crystal, but also other kinds of rare metals like Ruby and Emerald colored pokemons.

  13. Uuuuuuh, bump? I'd like some feedback, but was it too long? Do we need a tl;dr? '^'

     

    tl;dr: Expansive/hard to obtain item placed on ground, slightly increases spawn rate of all pokemons of a specific type in a small area for 10 minutes only. Meant to promote party hunting only as very inefficient when solo.

  14. Hello folks!

     

    A problem of Pokemon in an MMORPG format is that there's no real party hunting. When you hunt for pokemons, it's a very alone thing. If someone joins you in the hunt, it's usually because he also wants something there and is likely hunting for himself. Very rarely will somene actually "help" you in your hunt.

     

    So I've been thinking, how to promote hunting in a party. What feature could make it so that people want to hunt together, in a mutually profitable way? And so, I came with an idea.

     

    Pokemon lures. The idea is that someone places a lure on the ground, and everyone that hunts within the area of the lure gets an increased spawn rate of pokemons of the type targetted by the lure.

     

    NOTE! This is NOT meant to be an easy Increase-spawn-rate feature, and is ONLY meant to be used along other players. If a player stays alone, it would be easier to hunt the pokemon directly than to go through the trouble of getting a lure first. Here's how I see them work:

     

    -Time: A lure would last only 10 minutes. This is a very short time, but makes it much easier for players to alternate their lure. If you find 6 people to hunt with you, you could go for an hour if everyone uses 1 lure.

     

    -Effect: A lure would increase the spawn rate of all pokemons of the same type by a small amount. I'm looking at a decrease of 1-2 tiers in rarity. At the same time, this also means that it might not work very well depending on the location (using an Electric Lure in the Power Plant would essentially only make Grimers and Muks more rare).

     

    -Obtain Difficulty: A lure would be costly/difficult to obtain. It should be difficult enough that using it alone is not worth the trouble to get one, but starts getting profitable if at least 3-4 people join you and each throw their own lures. The difficulty could change depending on the type's usual rarity, with Normal type being the easiest and Dragon type being the hardest to obtain.

     

    -Mechanic: When a lure is used, an item is placed on the player's tile, affecting all spawns within a small area (7x7 square). There can also be only 3 per map at once (could vary depending on map size) and cannot overlap. There is no need to be in a party like in other MMORPGs, meaning random players could also join in if they come across your lure. The lure itself does not block path but floats over players to make it clear what type it is, as well as a square effect to show the zone in which you must be. It is also possible to limit the amount of uses per day, as to prevent a zone being filled with lures for a whole 24 hours.

     

    So the idea of how it would work is, someone plans to, let's say, start a Dragon hunting party in 2 hours. He finds people to join him and each person have to prepare their own lure before meeting up. 2 hours later, 6 people show up including himself. They can hunt dragon types together for 1 hour by each using one lure, but does not necessarily guarantee that everyone will find one as the rate increase remains rather low.

     

     

    This is the basic idea, the idea could then be pushed further:

     

    -Anti-scam measure. This would usually not be a problem in a guild, but with strangers, there's certainly the possibility that someone leaves when it's his turn to place a lure. To prevent something like that, it could be possible that someone places his lure first without activating it, other players stack their lures on top of it (window that opens when clicking the lure), and once every player have stacked their lure, the first one that placed his lure activates the whole stack at once. Problem is if the server crashes in the middle of the hunt, that's a lot of lures wasted.

     

    -Shiny lures. Instead of increasing the spawn rate of a specific type, a different lure could also increase the shiny rate. Remember that different lures can't stack, so you wouldn't be able to use a Shiny lure + Dragon lure to specifically hunt for a shiny dragon pokemon.

     

    -Event lures. Now, seeing right now how many people get cramped up in one spot for hunting Valentine pokemons, I don't think increasing the rate of event pokemons is a good idea. What I think instead for Event lures is that Event lures would allow Event pokemons to spawn even when the event has ended. These lures would however only be obtainable during the event.

     

    -Lure exclusive pokemons. We could create certain pokemons that would never spawn unless there is a lure targetting him in the area. This would keep those pokemons at a very good rarity, as hunting them alone would probably end up being harder than your average Tier 9 pokemon. At the same time, this would give a very good incensitive for players to group together.

     

     

    And thus is my idea. It would probably take a good while to code, and would certainly require some more indepth analysis so that it doesn't break the rarity of pokemons, but I believe it would certainly make the game far more dynamic and bring the community even closer to each other.

  15. Normally, yes, you do get experience for defeating a Gym Leader battle. If you don't get any experience, there's two possible reasons:

     

    1. The fight is scripted to not give you experience. Not sure if there's any like that for Gym battles, but it happens often during the Storyline that a specific NPC doesn't give any exp.

     

    2. You previously lost against the Gym leader. If you lose and rechallenge a Gym leader, he will stop giving any experience and won't give any money. This is to prevent someone from farming against a Gym leader by losing against their last pokemon, since their pokemons are significantly higher level than other trainers.

  16. I had something similar happen before. I got into a wild pokemon battle, and as soon as I chose the attack I wanted to do, the server had crashed. When I returned from the crash (without closing the client), I went into a new Wild pokemon battle and as soon as I entered the battle, it played the result from the battle I was in when I crashed (My Ariados losing a good chunk of HP to Slowbro's Psychic, except I was facing a Psyduck). Health bars returned to normal after using a move though.

     

    In those two cases, did you get disconnected in the previous battle?

  17. One problem though is that what is UU in Competitive is not necessarily UU in here. In competitive, there's many pokemons that, despite having good stats and movepools, are pushed out of OU due to the metagame. Sometimes, it's because of something like Stealth Rock that is too common and completely ruins the pokemon, sometimes it's because there's another pokemon that is strictly a better choice.

     

    However here, we're subject to two things we don't have in the original competitive scene: non-working moves/abilities and rarity. It is absolutely not simple to bring a good Tier 9 pokemon, so they are not as prevalent as they could be in the competitive scene. On top of that, certain pokemon are not as usable as before due to their non-coded ability or crucial moves (The most extreme example being Ditto).

     

    This means that OU and UU in PRO might actually differ from original. It might however be a good idea to base our OU and UU based on statistics of pokemon usage. I remember seeing those statistics, with Talonflame leading by a good gap, so I know that's being recorded. Then we could perhaps ban the 50 most used pokemons for UU, and redo that ban on every new PvP season (so once a month)

  18. According to the Rules on the website...

    3. Account sharing is not recommended, however if you share the account with someone they must also agree to the Terms and Conditions, and they become your responsibility for any actions which violate the Terms of Service.

     

    You are allowed to share your account. However, should you or your brother do anything prohibited, both of you will likely receive the ban, and they will likely not intervene should one side decide to steal the account.

     

    As long as no one breaks any rule, everything will be fine. I will assume that's not a problem for you, but do make sure your younger brother understands the rules.

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