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Keita

Discord Moderator
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Keita last won the day on September 22

Keita had the most liked content!

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About Keita

  • Birthday 12/11/1995

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    Keita#3305
  • IGN
    Heiwajima
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  1. Hey there @Anwirsss Congratz! Let me know when you are available to trade and I'll be there
  2. /* effect-shine */ .shine { -webkit-mask-image: linear-gradient(-75deg, rgba(0,0,0,.6) 30%, #000 50%, rgba(0,0,0,.6) 70%); -webkit-mask-size: 200%; animation: shine 2s infinite; } @-webkit-keyframes shine { from { -webkit-mask-position: 150%; } to { -webkit-mask-position: -50%; } } Starting Offer: 10m Mininum Bid: 500k Start Time: 72hours after first bid Insta: 30 million Accepted Payment: Coin Capsule = 400k / Reroll Ticket = 500k Keita's OT Collection OT N°1: Mega Epic Goomy - Won by Salemzeroo / 2nd September 2022 OT N°2: Epic Mudkip - Won by Raika / 14th November 2023
  3. Starting Offer: 600k Mininum Bid: 100k Start Time: 72hours after first bid Insta: 4 million Accepted Payment: Coin Capsule = 380k / Reroll Ticket = 530k
  4. Username: Keita Server: Both Your streamlink: https://www.twitch.tv/ishikeita What type of content do you stream: Hunting - Music Stream
  5. Sold to Salemzeroo by instaprice (4m). 1st Pokemon of limited collection sold, stay tuned for the future
  6. Start Point/Price: 800k Time/End Point: 48 Hours after Starting Offer Insta: 4M Min. Raise: 100k Accepted Payment(s): Pokedollars, IV RR (670K), CC (360K) Discord Contact: Keita#0083, ☆ Keita [Shinohara] in PRO Discord
  7. Recently I was immersed inside the PVP topics more and more often, to the point it just made me reflect on many things regarding Pokémon as a game but as well PRO as a fanmade and how much this is a heavily-centered PVP game. Everything I will say will be a subjective opinion and will come from Keita (the player) and not Shinohara (the admin); worth to mention however that being admin of the game gives me a really vast, or semi-complete, picture of the game. I will try to keep it super super short as much as I can, I worked on it really hard in terms of making it short as much as I can. [Part 1] PVP Situation Going straight to the point, the main reason I never liked PVP is cause it's always the same 15 Pokémon being used and this is quite annoying. I played Archeage for many years (during his gold-age/time) and was top 3 in South Korea, with over than 30.000 PVP players for like 8 months, playing a class that was everything but not popular. On Pokémon, it just looks you either play those 15 Pokémon out of 800 or your victory chances decrease of a lot even before playing or, in another cases, just become zero. This is just annoying and doesn't allow me to customise my playstyle in the way I want to and that might be unique or similar. This happens on Pokémon in general, not only on PRO. But on PRO this is something that can be felt way more than the original game. If we check the most used Pokémon in 2018, 2019, 2020, 2021 we can notice that they are always the same with really little variance. Making an example, lets suppose that I do like Druddigon (please, understand the example and don't focus only on Druddigon argumenting around it). PVP offer me only one single mode where, if I only even try to play it, I am already in the grave before pressing ready. This is why I like the new Random Battle (both on PRO and outside) and thanks DEVs for having added them. Screw the meta! Also, unfortunately, it just look as if the PVP players do focus themselves only on the best of the best Pokémon available. I do like to believe that there are way more Pokémon that can be PVP-viable, but that there are some that are that much good that overshadow every other one. I do think some of the reasons of why this happens, but I am not certain about it, are: Obtainability (Tier, Quest, etc) Cost/Price Trend (or meta?) However, I do feel as if I have missed something somewhere. Good to mention as well that bans are quite helpful in these situations as they allow diversity and also open up to teambuilding. There are/were some Pokémon [Greninja, Aeiglshash or Mega Sableye (don't hate me)] that prevented many other Pokémon from being used or anyway they were used but were not really "shining", meanwhile now, with bans, they have much more space and will be, in theory, be used more. The hard question here, as another person pointed out, is if we can still find a way to incentivize players to use different Pokémon in PvP and, if not, can there be any extra use for them outside of PvP – aside from what we currently have to offer? [Part 2] The ECONOMY What mentioned above also looks like annoying and unhealthy for the economy. I am not talking only about the prices of what is currently on the market, but I am talking in general about what is into the market. This happens cause PVP heavily dictate the economy, in my opinion and has a really big influence even on the people that will never PVP. I doubt you will ever find someone hunting a Druddigon, unless that person need it for Pokedex-entry or is someone who really love the Pokémon and want the shiny version. The same goes probably for Oshawott/Samurott and many others; basically the other 780 existing Pokémon. Basically everyone, or almost, always hunt the same 15 Pokémon and sell those. This is not limited to veterans but as well new players cause they are influenced by the «"what do I have to hunt to make money?"». After that question, coming from far you will hear around 300 people screaming together: Froakie! (before the ban of course, this is something I wrote before of that, you can however change it with Snivy or Larvesta) This, unfortunately, leads to have the market lacking variety of goods, exactly cause the other Pokémon are not as profitable as a Froakie/Snivy and therefore people feel their time is wasted. This looks as if people only have the stupid kind of mindset where everything goes around the «"My time is only worth to get the best thing"» and in that way they put the fun part aside/on a second plane. Would this be fixable with adding PVP tiers? I don't know, hard to say. Can there be a solution to this? Probably yes, but it's something really hard. Another good point to forward is the fact that PVP actually dictates what is viable and what is not, both inside and outside the PVP environment. For example, a rare shiny or Pokémon with little to no usage in PVP can still be worth a good price; however, a rare shiny or Pokémon that also happens to be PvP-viable will be worth an insane price compared to the first one. If you would remove the possibility to find the other 800 Pokémon after someone completed the story (ignoring legendaries requirements), I have the feel that only a small amount of people would be really affected by this. However, it looks insane for me to have only 10-15 Pokémon considered worth the users time out of 800 existing. [Part 3] The average user Mindset After years in the game, it just looks to me that, as said above, the average player has the kind of mindset where everything turns around the "My time is only worth to be spent getting the best possible". But this looks incredibly screwed/messed up to me. You could create the best and funniest event ever that people enjoy with their heart and will really love (not saying this happened already), but if you place at the end of the event a reward such as 10 Rare Candies (just an example) you will see the major part of the community spitting on your face. This happens cause, in my opinion, the "fun" part for majority of the community is something that comes on a second plane and, as said above, they have the kind of mindset where they think their time is only worth if they get something super hyper good in change of it, meanwhile "the travel" and every other experience they had does not matter or has really little value. This happens, in my opinion, for two reasons: Average user mindset being wrong The heavy influence that PVP has in the game. I always mention this example, but I am sure that if we would throw a legendary catchable into a 4x4 area without any other requirement and we would pass it as "compensation" or "gift" for your support, the major part would actually be happy with it. And this is just screwed/messed up. [Part 4] The PVE situation As said above, I do really think the game is heavily-PVP-centered. This means, to me, that PVP almost overshadow the entire PVE part. This is in no way saying that the PVE Content we have is actually bad or done bad (content team, I love you ò.ò) but it just look as the part of the PVE Department that focus on the repeatable-content actually released in the game is actually not having the impact it should have. The non-repeatable one are actually amazing. Stories gives you a lot of nostalgia of when you were young and therefore you enjoy it in a chill way cause you can completed it with any Pokémon you want and also relax while doing it. There's nothing that blocks you from enjoying the story the first time you play if not the amount of fantasy/creativity you have. Events are WOW!(Great job Content Team!). Dark Realm is my most favorite event ever released, it's exactly what I think represent the Pokemon-Theme/Adventure in the best way. The Easter one with the battlefield is instead amazing cause it's unique and refreshing and gives you actually a challenge that require you to actually think about what to do. Also the story writing, I do love to read the dialogues during games and I can't be happier to do it in PRO, specially since we got dedicated Story Writers. However, when it comes to the repeatable content, I actually think that players do not find enough reasons to replay the content that can be actually repeated unless they give super mega giant rewards. This is, in my opinion, caused by few reasons such as: Difficulty Enjoyment Complexity (difficulty and complexity are totally different things) Reward PRO does offer repeatable content but what it actually offers have issues that goes from how heavy repeating it is, to how fast someone can speed-run it; but not only that. Sometimes it looks as if the average user feel the necessity to complete something in a "robotic/mechanical way". One of the best example here can be Bosses, where basically there is a single team that can beat more than 50 different bosses and the difficulty is really low. Sure, takes a bit of time but it's really easy. Unfortunately, to make them harder, we would need an AI (Artificial Intelligence) revamp that however is something that is really really hard, contrary to what many think. I think PVE should offer challenges (for different rewards), and the perfect example of what a challenge is has been given recently with the Easter Battlefield event. I am not saying that everything should be like that, but I doubt anyone can deny that such a content gives a different/unique/refreshing challenge to the user (do not complain about RNG here, as I am not saying we should necessarily copy this but just making an example of what a challenge is). A little message coming from me, as Admin (still subjective but not that much), is that when it comes to reward, some people complain about them or about nerf. As staff we honestly understand every complain and where they come from. However, the biggest problem PRO ever had in terms of reward-balancement/adjustment is people who abuse the 4 account rule by repeating content (some are super easy, like bosses, as pointed out above but to make them harder it would require an insane amount of work to improve the Artificial Intelligence) with 8 accounts (4 accounts, each account has 2 server so 4x2). People abusing the 8 accounts are honestly the thing that destroyed economy or heavily damaged it and also lead to have those nerfed. Would be dope if we could reduce the maximum owned account to 2, but this require such a massive staff work no one, even barely admins, can imagine. ★ Keita [The Player] ★
  8. Updated the max level encountered in Vermilion City and added Drifloon in Rustboro City, thank you for your help ! Trevenant has always been in my knowledge a Pokémon that can be found in Route 7 by headbutt, however thank you !
  9. Added, thank you ! Added, thank you for that ! Added, really thank you for that !
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