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Marouflard

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  1. Thanks for making a more reasoned reply than your first message, that's all I ask
  2. Best score vs dungeon mechanics.... >>> You really don't understand. (I guess Raika you're the crispiest chip in the pack ) The initial post talks about the randomness of regular ladder scores in the Hoopa dungeon, and you post high scores in this dungeon... We (our guild) don't have a scoring problem in this dungeon, we were just asking if it would be possible (eventually), to propose an update including less randomness (rooms, bonus/malus etc...). You can agree or disagree (and it's ok, but stay respectful). If you can't talk calmly without randomly pulling out your high scores and saying that everyone else is a loser or a bad player, there's no point (and really, congratulations, you're 8 years old).
  3. I still don't understand what this has to do with the original message. You got the best scores and you're amazing (and maybe deserve an NPC for your achievements : for the guilds Holydoof on Silver and GOAT on Gold), but you don't want to open the conversation about dungeon balancing. Instead of flexing the high scores (no problem with that, we've got enough time nesting ground at the moment), we could exchange calmly and without insults (that seems difficult for you, apparently).
  4. "I made a good score in the dungeon" =/= "Can we discuss the randomness of this dungeon"? In short, you've missed the point of the topic
  5. Could you please get back to the topic instead of calling people "bad" ? You're linking a score from 3 months ago... It's a very good score, I've already told you... I won't comment on your 'ladder' comment, you're apparently 2 years late. What does this have to do with the topic?
  6. It's the "Ctien factor", when he's in your guild you can make 2600+, when he's left, you're stuck at 2300
  7. GG That's a great score Which room ?
  8. Hey , From what I read, many don't make the distinction between finishing the dungeon (regardless of the Water / Psy / Fire / Steel rooms), which is rather accessible (indeed, some teams are able to manage all 4 rooms, including for Dungeon Service), and achieving good scores in this dungeon (which requires other strategies). I don't know if this thread is the best proposal, but it's clear that this is currently the only dungeon that relies so heavily on randomness (rooms, berries, dungeon map, positioning of fists in the final room, etc.). We can agree or disagree with the concept of this dungeon, but the question concerns runs at 2400/2500+ pts, which many of those who have commented here don't do (). The initial proposal in this post is to have access to an option to limit this randomness (whether justified or not). From there, the debate can clearly focus on the counterpart to this proposal. But could we possibly talk about this instead of talking about things that have nothing to do with it? ("I'm too strong, I'll finish the dungeon alone with just one team", which is clearly not the subject here). Hoping for more constructive debate, have a nice day!
  9. Hi, I hope you understand the code that even the devs don't understand. Thank you for you answer. Go farm dudes, we'll get them !!!
  10. Amazing OT collection GG!
  11. Players just chased the Fools forms without catching and submitting normal Bidoof. So this failure comes as no surprise !
  12. Zacian's ability, Intrepid Sword, is not coded from what I tested. I can imagine Zamazenta's isn't too.
  13. Hello dear CONTENT SCRIPTERS, Here's a suggestion and a question about Kyurem bug in Victini Dungeon. 1. Understand that the bug is strongly linked to server lag and desyncs. If the bug appears due to lags, is it possible to disable the moving fireballs and electric lightning? (not the barriers, of course) It's not a real difficulty in the dungeon and seems to create more map slowdowns than anything else. 2. Understand that an “alternative bug” making the 2 Kyurem reappear has been put in place to avoid a larger bug preventing them from spawning and completely blocking the dungeon. Is it possible that the new script makes the same Kyurem appear twice at the same time? Very often, when killing a Kyurem does not deactivate the corresponding barrier, the Kyurem reappears in the same place. For example, is it possible that the script is spawning a Kyurem-Black A and a Kyurem-Black B, both of which are linked to the same barrier? Killing #A wouldn't be enough, as the variable would still be linked to #B. This is just an idea and may not make sense. Maybe everything above is dumb and doesn't make sense with your code. In which case, tell me. Thank you, Have fun.
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  14. Replaced by a true "Suggestion" in here : https://pokemonrevolution.net/forum/topic/237947-ruins-of-the-vale-dungeon-victini-maybe-dumb-suggestions-for-kyurem-bug/ Please delete.
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