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Everything posted by Shizeria
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Hi McflaintheGreat. Thank you for the report. E4 still giving experience after losing to them is an intended feature that has been implemented many months ago, and was the main goal of the Elite Four rework. We wanted players to be able to increase in levels the same way as many players do in the original games, that is, fighting the Elite 4 repeatedly, which is to many players far more interesting that farming in late-story areas such as the Victory Roads, especially for Kanto where most players evolved their Pokemon without knowing that makes them require more experience per level. Being able to consistantly defeat E4 pokemons still requires a certain minimum power level which must still be achieved via areas like Victory Road if the Pokemon has not already reached that level within story. That said, we also didn't want the Elite 4 to become too good of an exp source to the point that people would prefer the E4 over the more popular post-story exp sources. Many factors, such as the high difficulty that forces full evolution, the lack of money gains, and the lower level coupled with high stats make the E4 less efficient than areas like the Cerulean Cave, and should remain true from low levels where the Pokemon requires support from another Pokemon, to high levels where the Pokemon is able to fight on its own. Our tests have shown that the reworked E4 fulfilled this balance goal. It is perfectly fine if the E4 allows you to train up to level 100, most Elite Fours are designed so that you need to be at least level 90 in order to defeat them without having to use large amounts of items. But as long as areas like the Cerulean Cave remain more efficient, we do not consider this to be an exploit. If someone is able to receive experience more efficiently via a specific situation/strategy, then we would indeed consider this an exploit, and would want to see it reported. I hope you have a good day.
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Yes, we don't want to use a Pokemon of a higher tier since players are able to catch the Pokemon available there, and unfortunately, the only two low tier Pokemon that offer 3 Defense EVs are Poliwrath and Golem, both of which are not ideal to fight. We have had discussions regarding preventing the player to catch the Pokemon inside, but there are many issues that arises with our currently possible solutions. The main one is the shiny chances that we cannot disable. While we could theorically remove all Pokeballs, players would still potentially encounter shiny Pokemon and be unable to catch them, which we're sure many people would really not be happy about. And if we try to make a system where only the shinies can be taken out of the area, not only are there risks of being able to smuggle out non-shiny pokemon, it would also largely increase the shiny ratio of the available Pokemon inside to undesired levels.
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Hi rimanmblo, Unfortunately, all wild Pokemon must use their default moveset, that is, their last 4 level-up moves. We have been avoiding unwanted moves such as self-harming moves and item steal moves by manipulating the levels of the Pokemon, but in the case of Poliwrath, because of the shallow level-up movepool of stone evolution Pokemon, removing Hypnosis would require to bump its level to 43, which would cause different problems as you can imagine. As such, we believe that the current state is the best possible for now.
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denied disabling staffview command is a real mistake
Shizeria replied to Algerie31's topic in Suggestions
Hi. Before starting, let me disclaim that I am not the one that makes the decisions on the game zoom, but I did participate in the discussion around it before it was implemented. Staffview, just like its name implies, was never meant to be available for players, only for testing purposes. However, we are aware that many players, myself included, have gotten themselves used to staffview, and the new zoom system may be difficult to get used to. That said, what has been said in the announcement is not the full reasons for the implementation of the new game zoom system. It serves as well to fix the following problems: - Playing on a lower resolution left the player with almost no vision on the default game zoom. We wanted players to not be penalized for playing on a lower resolution. - As Content Scripters and Mappers, we were unable to determine the field of view of players. For CS, having every player with the same field of view allows us to better determine ranges such as how far a trainer can see the player, or from which range players can see NPCs during a scripted event. For Mappers, this makes it possible to create maps that favor exploration, as they no longer have to assume players can see the whole map at once. - Having to open the console and type staffview every time you launched the game was inconvenient. It's much more ideal to be able to launch the game and have the same game zoom from the last session. - Having to control the game zoom from the console was also not ideal. It's better to have everything in the option menu. That said, much of the current content assume a larger game zoom, and we are aware this can potentially cause problems, such as trainers challenging the player from offscreen. The game zoom no longer being a round number also makes the pixel ratio inconsistent, which is personally what I don't like. We are still opened to feedback, but in order to evaluate compromises and alternatives, we need more constructive feedback. What exactly do you dislike about the new game zoom? If you think the field of view needs to be increased, can you show us locations where the current game zoom is objectively making it hard to navigate or is causing other problems? -
We consider training Pokemon on trainers to be a valid alternative way to train Pokemon. Personally, that is always how I've done it. While it's certainly more fun and rewards more money, it is actually slower than Cerulean Cave given the travel times and unstable encounters, and you can only do it once per 7 days. That said, we did take into consideration the possibility of fighting only the first Pokemon of a team and then giving up to refight a trainer. This is the reason why rechallenges after having lost a battle no longer gives experience.
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I do not believe money should be a problem for first time players. As explained before, the increase in levels also means an increase in money rewards. Furthermore, if you find yourself in need of more items, there are already optional activities that can help you overcome that problem, such as Officer Jenny quests and Dig spots. If, despite these, you still find money to be a problem when starting out, we invite you to create a new thread in the Suggestion section of the forum. This thread is not the appropriate place to discuss economy.
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We are aware that the Experience formula is not all that ideal, but as you have seen by my trainer rework, we do take balance seriously. The trainers are balanced so that you only need to battle them once during Story to be at a good level, and grinding on wild Pokemon is only for luxury, or for letting a newly caught Pokemon catch up to the level of your team. For that reason, we believe that a 7 day cooldown is perfectly reasonable. We are aware that many NPCs, particularly the older ones, are a little cryptic about their requirements. As we rework them, we also look into making these requirements more clear. These mechanics are identical to the original games. The difference between Route 9 and Rock Tunnel are only a couple levels. However, it is possible that I pushed the Trainer Rework at that timing during your progression, as it largely increased the level of many trainers so that they stay up-to-date with the expected level of your team. The cooldown of every trainer has also been reset, so I suggest you turn back and rebattle the previous trainers so that your Pokemon are up to date with the new intended level. Although I do not know the design choice behind that feature, I can guess that it was made to give uncertainty about their levels, so that players try to challenge them using strategies rather than trying to overlevel them. It is a very old design choice, however. Shops should evolve as you gain more badges. If you feel the shops are running behind as to what they should be selling, I suggest making a suggestion thread pointing out what should be changed.
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In general, it should be harder, as the trainers now have controlled movesets, more variety in Pokemon species, and the levels has been increased. However, the levels were balanced around a player that would use a full team of 6 Pokemon while evolving them whenever possible. If you use that playstyle, all trainers will always be around your level, assuming you defeat every trainer whenever possible, and you will not need to grind against wild Pokemon. On the overall, the main differences are that you will not be overleveled for the whole second half of the Kanto story, and you will not hit a sudden difficulty spike at the Cinnabar Gym.
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Yes, I am planning on eventually converting every single NPC trainer, including those in optional areas such as Trainer Valley. Kanto took priority, as the progression curve was very unbalanced in a way that negatively affected player progression.
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The money income formula is unfortunately very random, and getting low amount of pokedollars is a possibility even on a strong trainer. From one of the guides I found, the money income from a wild Pokemon has a random factor that makes it possible to receive only 1% of the highest possible amount, and from personal experience, trainers seem to also follow that behavior. That said, I have confirmed that the money income indeed scales with the level of the Pokemon, as well as the amount of Pokemon on the reworked trainers. Given the large level increase in the later half of the Kanto story, as well as the occasional team additions, this should definitely result in a money outcome increase from Kanto trainers, although other regions, especially Sinnoh, might still be more efficient overall.
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Money gains have not been touched, and should continue to follow the old formula. While I personally don't know the formula, trainers should in theory yield more money as their Pokemon grow in level and add Pokemon to their team, and Membership should still double the amount of money earned from these trainer battles.
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Hello everyone! The Trainer Rework is live on Kanto! This means, every NPC Trainer that you can fight during Kanto Story has been reworked. Here's the details on the update. Before the update: The level progression curve for Kanto was broken, being very easy in the second half of the story, but suddenly becoming very difficult starting at the Cinnabar Gym. Every trainer gained 3 levels everytime you fought against them, capping at 12 levels. The movesets of their Pokemon were simply the last 4 moves they learn by level up. This often resulted into poor movesets, such as a level 60 Clefable using Spotlight or Double Slap. If you lost against a trainer, the trainer would enter cooldown immediately, and did not need to be refought. After the update: The level progression curve for Kanto has been balanced for a more smooth playthrough. The balance has been determined based on a player that would use a full team of 6 Pokemon and evolve them whenever possible. The variety of the trainers has been widened. Certain trainers will bring Pokemon from further generations, up to generation 6. Every trainer gain +5% +1 level everytime you fight them, capping at +20% +4 levels. For example, a level 5 Pokemon caps at level 10, while a level 50 Pokemon caps at level 64. This level cannot go over 100. After every battle, trainers now gain EV points. Once capped out, they will have spent all of their 510 EV points equally in all of their stats. A few trainers also have specific properties added to their Pokemon, such as held item, starting with higher EVs, and determined ability. After specific battles, trainers can add new Pokemon to their team and evolve some of their Pokemon. Their movesets are carefully controlled, so you can expect the trainers to use the best moves they learn through level up. Some may also use TM, Egg or Move Tutor moves, either from the very beginning or learned after a specific amount of wins. If you lose against a trainer, the trainer does not enter cooldown or lose its Line of Sight. This means you will need to rebattle the trainer if it's blocking the path. The next battle after a lost one will also not yield any experience, so be careful! The rework is currently applied to all NPC trainers that can be fought within the Kanto Story, including Cerulean Cave, but excluding story-only NPCs (rocket hideout and Sylph Co) and gym trainer NPCs. It is planned to apply the rework to all other NPC trainers. Reworked trainers have their win count and cooldowns reset. Their Line of Sight is not reset however, so they will not fight you if you enter the sight of a trainer that you have already fought before the update. August 18th 2020 Update: Johto trainers have now been reworked according to the points above from the Kanto Rework. In additions, the following extra changes have been made: All Johto trainers now have a title and a name, making it easier to tell who will fight and who won't. A few new trainers were added throughout the region. None of them are mandatory to fight. Ecruteak City's Dance Theater is now home to many new trainers, meant to be fought before challenging the Ghost gym leader, Morty. December 13rd 2021 Update: Sinnoh trainers have now been reworked according to the points above from the Kanto Rework. Some of the trainer names have also been replaced to be less immersion-breaking. September 25th 2022 Update: Hoenn trainers have now been reworked according to the points above from the Kanto Rework, concluding the rework for all the main story areas, leaving only side areas like the Sevii Islands remaining. Note that the level balance has been done with the assumption that you don't fight the trainers in the optional water routes
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Hello Zelferon My apologies for that, this was my mistake. Miner Justin, the NPC that was blocking the way to Sinnoh Victory Road Deep floors, is supposed to leave after defeating the Sinnoh Elite Four. This was accidentally removed when I reworked the Sinnoh Elite Four. Miner Justin now properly leaves after defeating the Sinnoh Elite Four, but this change is only for those that haven't completed the E4 yet. For those like you who are already the champion, I've also modified the NPC himself so that he leaves when you speak to him. Please let us know if you were able to proceed to Sinnoh Victory Road Deep, and onward to Shaymin's route after talking to Miner Justin.
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Glad to hear! I'll be closing the thread as resolved, then. Have a nice day!
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Hello Superbeet, I've looked into your problem, and I've identified everything that the crash did to your account. Professor Oak normally restores the Pokedex if you happen to lose it, but the crash also affected the variable that is needed for this part of the script to run. I've pushed a Tilescript that will give you back the Pokedex, as well as all the variables you should have. It can be found in the bottom-left corner of Oak's Lab. Please step on that tile, and check that everything is in order. Let us know if you were able to regain your Pokedex and leave Oak's Lab!
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Glad to hear! I'll be closing the thread as solved then~ Have a good day!
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Hello, Since the Bug Catching Contest rework, the Judge no longer brings you directly to Genesect. Instead, you must now talk to him outside of the contest, you can see him at the bottom of your screenshot. This allows you to prepare your Pokemons that you'll be using for capturing Genesect, such as your Sync pokemon. Let us know if you were able to go fight Genesect!
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Hello, It seems you were missing the variable that the Sailor requires to correctly send you back to the main regions. I've pushed a fix so that it defaults to Vermilion City, which should allow you to leave the island. However, we're clueless as to why you were missing the variable. Can you tell us when and how did you enter the Vulcan Island?
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Hello, I've fixed your variables, so that you can speak to Hannah again. She will not require you to fight again, so speak to her when you're ready. Let me know if you were able to enter Sinnoh!
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Hello, As SplitMario said, the Psyduck quest has been removed from the game. There was a time where despite having been removed, the message about the Psyduck needing help would still appear, but this should have been fixed. If it still occurs, let us know. As for the Abandoned Ship quest, all what you described are normal. None of the items appear in your inventory, and are instead being kept tracked using variables. I've confirmed that you indeed still have the Scanner and Mossy Blob, and all you need to do is to hand them to Captain Stern at Slateport City's Museum. You were probably looking for Captain Bickerstaff, the ghost captain you fought at the Abandonned Ship, but he is not the one you must give these items to. Let us know if you were able to successfully claim the rewards!
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Given that the money lost can be avoided simply by disconnecting and that it's not punishable, it feels more like a punishment for playing the game fair or for forgetting to logout. And yeah, 5% loss becomes a huge lot after a while. If you got 100m, you lose more money than the majority of people ever had in their pocket. I'm not much of a fan for a fixed cap, and still prefer seeing the penalty rise as you become more rich. As such, I'd suggest the following formula: penalty = min((money * 0.05), (500 * (log money)²)) This will give the following results: 1,000 => 50 penalty 10,000 => 500 penalty 100,000 => 5,000 penalty 250,000 => 12,500 penalty 500,000 => 16,239 penalty 1,000,000 => 18,000 penalty 10,000,000 => 24,500 penalty 100,000,000 => 32,000 penalty So until 300k, it will remain the 5% penalty we have, but after that, the penalty would increase significantly slower, staying in the couple tens of thousands range, but still always increasing.
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Hello, This is not a bug. You are talking to the two Security guards that are in the middle of the Dragons Den. However, those are not coded to lead anywhere, and there is indeed nothing behind them. I must agree though, this leads to quite a bit of confusion. You need to speak to the Security Guard that is on the far east of Dragons Den. To reach him, you must go behind the rocks, going anti-clockwise from the entrance. You will see a Security Guard blocking a cave entrance. This is the one you must speak to, and the entrance he is blocking is that of Dragons Shrine.
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Hello~ I have fixed your variables so that Hannah appears once again. You can talk to her again to start the Sinnoh region. Note that you won't need to fight her again. Let us know if you were able to enter the Sinnoh region.
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resolved Bug Catching Contest is not letting me to Genesect
Shizeria replied to Josuke99's topic in NPC & Scripting Bugs
Glad to hear! I'll be closing this thread as resolved, then. Have a nice day! -
resolved Bug Catching Contest is not letting me to Genesect
Shizeria replied to Josuke99's topic in NPC & Scripting Bugs
Hello, There seems to have been a strange corruption of some variables, which is causing the script to return this error when trying to restore your party. I've added some lines so that this step is skipped if the needed variables are missing. You should now be able to exit the contest Hall, but you will need to manually fetch back your Pokemons from your PC, who will be deposited at the end. Note that your rewards should have correctly been handed out. The Contest Judge no longer brings the player immediately to Genesect from the contest hall since the BCC revamp, so you can talk to him at the Stop House whenever you're ready to catch him. He should correctly recognize that you successfully caught a 140 IV pokemon previously.