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Danicalves

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  1. I like the idea. It seems simple to for Devs, and players love to hunt and to compete. But rewards may need to be different than what was suggested
  2. Danicalves replied to Lugario's topic in Suggestions
    -1 I do not think Day 1 will be ruined. Correct me if I am wrong: non-Astrella-Pokemon will be region-locked until players reach e4. So every current mon in the game will not be accessible for story-usage on day 1 of release. Players will only be able to use Pokémon caught in the Astrella region to complete story. After enough players completed Astrella, then players can begin to lend to others to complete the Astrella story. I am sure players will grind to complete story asap, but it will still take a decent amount of time for lv 100's to be available for lending services. And then at that point, Astrella story will be like every story: lend lv100 to complete. I also feel PRO is not the game players join to complete story-mode. I think players join PRO for many other aspects (hunting, PVP, pve, co-op games, contests, etc). so i think if PRO staff makes non-OT mon non-accessible to players during story mode, then the player count may decrease.
  3. +1, we like exca again now, GIVE US MORE >:)
  4. -1, just buy escape ropes.
  5. I like the idea, but I am not certain that i understand the "flute" item. I think it could be more simplified to: once per week, a rare mon (tier 9 or 10), becomes slightly more common. The donation idea is interesting because i think this game could use more "pokedollar sinks", or a form through which players can donate or sacrifice their pokedollars. I do not think this outbreak should be a full week. I am fearful that a long outbreak duration could quickly over-saturate the # of rare mon with epic IV's (20+) in the game. I think this it is better to have the outbreak active for 2-3 days. Probably on the weekends.
  6. +1 We need this posted somewhere in plain view so players can quickly see the non-MS spawn update. It would also be ideal to post the time the non-MS spawn was updated. Allowing players to know when it will the non-MS spawn will change will allow players to weigh whether or not they want to activate a BMS or not.
  7. Yes I am referring to a Halloween form(s) to be sacrificed in order to have your team gain access to the hunting grounds . I understand that it is hard to encounter a form (perhaps around 1:500), but i can tell the Mod Eaty wants it remain VERY exclusive. So I am recommending, that in addition to the higher-scoring teams gaining entry, now other teams may gain access after sacrificing "x" amount of event from(s) with 110 IVs (or choose a different IV total amount). The bar to reach will be realized once degerming a) the amount of forms needed to be sacrifice and b) the total IV of the mon[s] being sacrificed.
  8. I wanted to build off of Fec's idea. --allow players Or groups to submit/sacrifice a Halloween form (or multiple halloween forms) with a specified minimum IV amount to gain access to hunting grounds is a good idea. If ~90 IVs is the average total IV of a Pokémon caught, then I think making the minimum Halloween form sacrifice somewhere around 110-120IV's is ideal. --So my suggestion would be for a group to gain access to the hunting grounds by submitting 4 halloween forms, which EACH have a total IV of 110 or higher within the week. I'd love to hear more comments on this suggestion.
  9. +1 We all have a love/hate relationship with hunting. Another way to hunt Pokémon will add variety to the player experience, which we'd be eager to do. It would also be cool if there was somehow a way to make this Tower have a co-op experience, but I will leave that to someone else to imagine.
  10. I like these ideas Xouman. But I like the idea of keeping your 2nd idea,"Hot-streak", on 100% of the time, event or no event. Currently, if a player maintains a rank in top 25, they will earn pvp reward chests twice a day at the given time. If a player is complacent with their rank in top 25 they are almost discouraged to play more pvp matches to avoid the chance of a player defeating them and knocking them out of the top 25. I think something like a "win-streak bonus", and more, may encourage a player to continue playing pvp matches, despite reaching a top25 position in pvp ladder. There should be some multiplier applied to pvp chests and/or pvp tokens when a player has won 2+ games in a row.
  11. I like the idea of making the PvP cosmetics tradable, but I do not think they should be like PvE item's "rotated-tradability". Some players want to sell their PvP rewards asap and would not want to wait X amount of months. Instead, there should be a small fee to make the cosmetic tradeable after opening its contents. For example, a player wins the cosmetics via PVP chest reward. They open the cosmetic and wear it for a few weeks. Then when they want to make it a tradable item, they can pay a NPC X amount of pokedollars to do so. I am sort of thinking of these as "mega-mounts" which are not tradable unless the player devolves them.
  12. Hello - we know there is a Server Merge project which the Dev team is working hard on. And we know the Merge will help with the PvP queue times. But it would be great if during the interim, there were more events (preferably not during other events) which allowed players to earn 2x more pvp coins per win (any maybe even tokens). We have seen these events before in PRO, and I think hosting them in between events will keep players interested in the game between main events (Christmas, summer, easter, etc). And, above all, this will encourage new players to join the PvP queue.
  13. Hello - I think it would be a good idea to expand where a player can fast travel. I think it would be helpful to add fast travel options to locations like: 1) Elite four pokecenters, 2) Dunegon entrances 3) Safari zones, and more. Add new items in the game called "Teleport Tabs". Different Tabs bring you to different locations in the game upon "breaking" them while they are in a player's inventory. These Teleport tabs would be obtainable via 1)pvp chests 2) pvp tokens/coins 3) pve coins, and 4) trade chat. After you break the tab, it disappears, and players would need to buy another to fast-travel once more. These tabs should cost a little more than it would be to use the transportation systems already in the game to travel to said-location. So maybe around 20-40k. Please feel free to add your own ideas to this and expand upon this idea :)

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