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Everything posted by Haneroze
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I like the ambiance given by this music. [bBvideo=560,315] [/bBvideo]
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done 5 badges in sinnoh so far. Been too easy and here's why
Haneroze replied to Sunrhapz's topic in Suggestions
The design as it is right now is that the only thing you forfeit when starting a new region is your previous regions pokemons. One could certainly decide to do a Nuzlocke, one could decide to play normally through it, one could boost up with TMs all their pokemons from the start, one could even borrow a level 100 pokemon from another player. All these mindsets appear to be acceptable from the staff. The two solutions you offer are only half solutions, and not very viable as I see it. Let me explain. On one side, you find it too easy if you use TMs, so you want to block use of these TMs until the player completes X badges. However, you still have the TM on you. You could simply find someone that has already completed the region and trade him the pokemon and TM so he could teach your pokemon instead of you. Let's say some people won't really like having to do that when they could already use their TM before, and trying also prevent that other way of teaching TMs will have negative impacts on other parts of the game. Same for limiting items you can bring, you could just find someone to trade your items to, which would give them back after you've entered the region. On the other side, you want to see the difficulty being increased so that it corresponds to how strong you would be with preparation. However, there are many people that prefers rushing all 4 regions without any preparation beforehand. If the difficulty is increased to factor preparation from previous regions, then someone might become unable to progress anymore because he did not prepare beforehand, leaving him with the only possibility of grinding for a long time or borrowing a high level pokemon from another user, both of which users would prefer avoiding if they want to play through a region in a casual mindset. -
This is also the same for regular abilities. See it this way: Pokemons have 3 possible ability slots: Ability 1, Ability 2 and Hidden ability. When you catch a pokemon, it will have one of the slots, and even if it evolves, it will remain in that slot. For example, Tyrogue has Guts in his Ability 1 and Steadfast in its Ability 2. His evolution, Hitmontop, has Intimidate in his Ability 1 and Technician in his Ability 2. If you want an Hitmontop with Technician, you would need to catch a Tyrogue that has Ability 2, or Steadfast. There's certain cases where a same ability is in multiple slots, however. In general, that's going to happen for the last evolution of a pokemon, but looking at a list of pokemon per ability, there's Spewpa who has both normal abilities as Shed Skin, but evolves in Vivillon who has two normal abilities. So if you catch a Spewpa, you can't tell which ability it will have upon evolving, as you don't know if it has an Ability 1 Shed Skin or an Ability 2 Shed Skin.
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My favorite music from the saddest story I've ever seen/read, Rewrite. [bBvideo=560,315] [/bBvideo] PS: If that gets you interested into Rewrite, I recommend the Visual Novel, the anime does not do it justice
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[bBvideo=560,315] [/bBvideo] This is one of the reasons why Persona 5 became my favorite game ever.
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Actually, how about we do it like in the original game? You can mark any pokemon with 6 symbols, which you can then use to find them back again easily. For example, I could mark pokemons specialized for capturing with a Circle symbol, mark PvP ready pokemons with a Triangle symbol, pokemons to sell with a Square symbol, and so on. When it's time to capture a new pokemon, I simply search with Circle and I can now easily pick the Sync pokemon I need and the False Swiper.
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[bBvideo=560,315] [/bBvideo] I love this music, it's really inspiring me for designing my game~
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If the point of adding Team preview is to be able to take out Donphan and etc. if the enemy has a Talonflame, that simply won't work. If we see the opponent's team, then the opponent also sees your team. If you can change your team after seeing his team, then the opponent can also change his team. In other words, he could purposedly leave out Talonflame so you take out your donphan, then re-add in Talonflame while you've made yourself vulnerable to it. If it's for knowing what threat to your team there are so that you save the pokemon that counters this threat for when it comes out... While that should be feasable, probably not everyone wants that. Having to reorganize your strategy as you learn the opponent's pokemons is a factor of PvP that some like and some don't like. I don't think it's possible to implement it in a way that you can decide if it happens or not during Ranked Matchup, since the opponent might also have decided the opposite.
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But what if you want to PvP for fun while you're still running for the story? You pretty much can't. Also, I don't think saying the Devs are no longer focusing on PRO is a good excuse to deny suggestions. Besides, what I asked for is not so much of a big change: Matchmaking already exists, you just need to add a new matchmaking channel with different rules. Probably the hardest thing to code in would be the balancing to a lower level, although it's not too complicated in Pokemon's system as there's no randomization in level up stats.
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We already have Team Aqua that is kind of pirate. Else, we'd need to go something even more pirate, with the Pirate captain hat, eye patch, perhaps wooden leg and hook.
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Yes, that is, if you have friends. I started alone, so no such thing. I would love to have some players to fight during my journey, but in the sea of high levels running every route hunting for pokemons, you can't really expect to find someone your level. I don't really see that. Those low level matching options are essentially like Unranked, AKA it's only done for fun or testing your team. When you want the real rewards, you need to get serious and get your team fit for Ranked. Furthermore, by placing a daily limit, we're also essentially saying "Hey, you had enough fun, now it's time to go back to training your team!". Also, the frustration that comes from losing is mostly the frustration from losing the reward. If the player receives experience even on a loss, I believe most players should be quite accepting of their loss. Since I haven't reached level 100 yet, I didn't know about unranked being unused. But I would assume it's not that it's unused, but rather that it's completely overshadowed by Ranked. Why played Unranked, when you can play Ranked and reap all the juicy rewards? I personally do have a reason for Unranked, as I'd like to have some fun with some mono-specie team, but Ranked being subject to Specie-clause, that leaves me with only Unranked remaining. I'm probably the only weirdo thinking like that anyway. Placing a whole new area in every town like that sounds like quite the pain for mappers, and we can't afford to split too much, else there just won't be anyone in any split. Instead, we can make use of the underground train in Pokemon centers. Right now, they allow us to travel being cities for a cost, and after completion of a quest, but they would now give a second free (or very small cost) option to let you travel to the Arena (leaving it returns you to your previous city). The Arena could be instanced per level tier, or global for everyone, but people from every region would end up in the same arena. After that, we'd need something to let new players know this place exists. Events is an idea, but I'm not quite sure how we would manage to make that work. Unless the reward is even greater than Ranked PvP, Level 100 players would feel excluded by the event, and I don't think that would sit well with the community, while if the event gives greater reward than Ranked, then we'd likely get in the problem Farzeen pointed out, people getting lazy to train their pokemons. Personally, I easily noticed the PvP button early game, and immediately tried the Unranked option (only to see it was not all level). We could add a third option, "Arena", in which the player is informed about its rules and how to access the place. Let me quote that alone and use it as the slogan of this thread.
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Salutations! Right now, when we go in the PvP window, there's Ranked and Unranked PvP. Both require your whole team to be level 100, meaning it's pretty much an end-game feature, where people try to optimize their team as much as possible. That's all good and stuff, after all, if it's not Pokedex completion, that's what people think of doing if they want to keep playing post-league. However, when I think of playing the original pokemon games with a friend, I think that sometimes, even if we haven't finished the league, we just do a battle together for fun. So when I think of an MMORPG, I think of a game where you actually challenge other players in the middle of your journey. Unfortunately, it doesn't work like that, and until level 100, only the trading part is reinforced as a MMORPG. To solve that problem, I suggest adding one or a few PvP matching options, aimed for lower level teams who are still running the storyline. Rules would be the following: 1 new Matching option: - Cannot participate if there is any level 100 pokemon in the team. - All pokemons are balanced to level 50, as per the same mechanics of the original games. 2 new Matching options: - The first matching option is (temporarily) called PvP20, while the second option is called PvP50. - For PvP50: cannot participate if there's any level 100 pokemon in the team. - For PvP50: Pokemons over level 50 are balanced down to level 50, as per the mechanics of the original game. Those under 50 are not balanced up. - For PvP20: cannot participate if any pokemon's level is higher than 70, and if the average level of the 3 higher pokemons is over 50. (This is to allow a smoother transition into the next PvP tier). - For PvP20: Pokemons over level 20 are balanced down to level 20. Those under 20 are not balanced up. For all options: - The matching system attempts to find someone whose power is not too far to the player's team (even with level balance, evolutions and moves can create an unbalance). The longer it fails to find someone, the broader it looks for someone. It also does not find the same player more than once per day. - As an incencitive for players to participate, pokemons receive experience at the end of the battle (I expect issues if done mid-match with the level balance), making it an alternative to grinding with wild pokemon. I think Exp reward is more than enough, no need for money or PvP token rewards. - If you're worried someone could farm with that method and make leveling too easy (particularly around level 90), a daily limit can be implemented. Like, 5 PvP matches maximum per day. In short, the new PvP matching would be limited to players still growing, allowing them to fight other players in a level balanced fight, in which they gain experience as if they were fighting an NPC trainer. This should make the game feel much more like you're playing with other players growing alongside you, as a MMORPG must be!
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The original Breeding system is good for the single player environment, but in a Multiplayer environment, breeding would break the balance between common and rare pokemons. We could try to find ideas on how to increase the IV of a pokemon, but not only it might end up difficult to balance, it might also go against what the Devs desire. For example, I'm thinking of a Breeding system where you actually lose the parents. Say you breed two Dragonites, you lose them forever, the offspring has a higher number of IV than the average of the parents, and you need to also level him before being able to reuse him in breeding. If you look at the suggestion directly, you see a method where getting perfect IV is actually possible with lots of effort, and without ruining the rarity of pokemons. But if you take a deeper look, you see possible problems: - There are certain technicalities that are not obvious to solve, such as how abilities and natures should be passed down. Also, what if someone wants a specific stat (usually Speed) to be low? - The rarity vs raw viability actually balances the metagame, in that common and weaker pokemons are significantly easier to get perfect IVs + ability + nature, while rare and stronger pokemons often have to settle with bad IVs. If getting perfect IV is now possible for those rare pokemons, barely no one will want the common pokemons anymore. - This, in turn, can also unbalance the economy, with a large deflation for common pokemons and a large inflation for rare pokemons. Such a change is risky when the economy has already stabilized to a desired state. Unless someone thinks up of a suggestion that satisfies both the players and the devs without risking to destroy the economy, there will likely be nothing that will be done.
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I also have the problem that my character just keeps moving to the right when "Allow Controller" is ticked on, using an Xbox 360 controller on Windows 10. However, the problem doesn't end there. Even with "Allow Controller" ticked on, there does not seem to have a way to choose battle options using the controller. In fact, it's not even possible with Keyboard, you absolutely have to use the Mouse. So, first thing would be to allow the game to be fully playable using only the Keyboard and no mouse (with few exceptions like clicking on a player for trading, etc.). Then Controller support can be more easily added. I'd personally also like to expand the suggestion further: Make it possible to play with the controller even if the game window is out of focus (with On/Off option, of course). I tend to play PRO at the same time as another browser game, so it makes everything much smoother if I don't have to keep clicking back and forth.
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I feel like I'm going to regret getting involved in this game. Definitely going to cause some procrastination --wait it's already happening. Oh well, here we go! Salutations! Already feeling quite lonely in my corner and the global chats are a little too wild to my taste, so thought I would try to find a guild. 1. What's your Player name? Haneroze 2. Number of hours played? It's um... 7 hours and a half! 3. What's your favorite Pokemon? Here's the thing. I'm the kind of person that can never get decided on a favorite character or anime or pokemon! Especially pokemons, I like them all and try to give all of them some love! Yes, even that CUTE Garbodor~ 4. How old are you? 25 years veryold. 5. When's your Birthday? (Optional) September 18th.