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Kaduku

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  1. Im looking for some way to fight bosses without any rewards or cooldowns, I tried showdown but I cant simulate it very well since I cant use moves on 0pp, attempt to use disabled moves, and set EVs above 252, I also tried battling an alt but that won't work for the same reasons. Is there something I can use somewhere? It doesnt have to be in-game just usable.
  2. Encountering a pokemon while in a waterfall softlocks you, relogging sends you back to your previous visited pokecenter
  3. I'm going to preface and potentially paint a target on my back for saying this, but I'm fully on board with the T1 WQs, but I think we can all agree in saying they need some tweaking as well as WQs as a whole. and I may have some ideas that could greatly improve them Now I get that these recent WQs were primarily made for Bidoof Day, and maybe this is a one time thing, but I'm going to write this as if the are going to be done again in the future. I like these type of WQs and I see potential in it, heres why. The biggest reason I'm so interested in these T1 WQs is that unlike standard T8-9 WQs, they are based on player dedication, rather than being based on getting lucky. T1s are a test of will power, dedication, and perseverance, but again, there are some issues with it. The first issue isn't exactly solvable through any means by the devs, but its player morale, people aren't willing to hunt 100-200 of a T1 pokemon, but are willing to hunt for 10-20 T9s, why is that? It's the illusion of difficulty, People seem to believe one is more difficult than the other but in reality, they're about the same difficulty, but in their own way. Again, one is a challenge of will power, the other is just gambling. The second issue is goals, again, I'm not sure whether these T1s are experimental and planned to be done in the future, or they were just one-offs for a Bidoof Rick-Roll, but the goal post was set a little too high, especially for being completely new and unwarned. The final issue is the way WQs are set up, scraping together 200-1000 pokeballs, catching all the pokemon you can, then going to the cultist and turning them in 1 by 1 going back and forth from the pokemon center, It's a bit much (this one sounds like im complaining ill be honest but thats not what this is dont get me wrong) but here are my ideas: IV requirements I know I know, this has been said a million times, but it's sort of true, I personally think 1.75mil-2mil is a perfect amount, not too hard, not too easy, but still a challenge. A PRO IV requirement I'm not even sure if this is possible, but i think its much more interesting than just lowering the IV requirement, we can do the opposite and raise it to around 4mil, but combine the server totals, making it a team effort of both Silver and Gold servers. I like this idea much more than lowering the IVs for both server but I understand if its not possible, anyway, moving away from IVs now. Creating a "send to cultist" option in the storage that worked similarly to releasing pokemon This would just be a nice QOL change to have honestly Putting a PC (pokemon storage)(why are there so many abbreviations for pc in pro lol) directly next to the cultist leader this would save the round trips from pokemon center to cultist and so on, I think this option is a lot more balanced and realistic than a send to cultist option, since you would actually have to interact with the cultist, the other feature would sort of remove the purpose of him in the first place, also moving the cultist into the pokemon center of the town he's in would work too. I guess the only fix that can be done for the first issue is some sort of warning I know that WQs are always on the 1st of each month but most people were completely unprepared for the first bidoof WQ, which makes sense, but then never expected a second one just a few days later, and if T1s are going to be done again ever now and then, maybe give a warning as to which type it will be about a day beforehand, T1 or T9. Anyway these are my ideas, they might be terrible, they might be great, feel free to let me know which you think they are. uhh how do i close this off, bye i guess (also im now realizing while reading through this i wrote it like a high school english essay lmao, and i was a bit dramatic, but what can i say, im a bit of a showman)
  4. @Kvaralright thanks, yeah it was in silver, it hasnt happened since so ill leave it be for now, thanks agai- LMAO it literally happened as i was typing this, oh nvm it let me back in, ANYWAYS thanks again for the help
  5. @Kvar ive given as much as im aware of, it happened about 2 hours after i first started, then it stopped for a couple days, then i got it three times within an hour just before posting this. i guess it also says connection lost when i get kicked but thats all i know
  6. This keeps happening to me, when it happens though, i notice a few things happening. 1. The game still believes im online. when i go into transfer account on the pro dashboard, it says i have to be offline, even when i fully close the game 2. before getting kicked, the game freezes, i can still move around, but i cant interact with anything, navigate or open menus, and go into loading zones 3. Once the transfer account option reappears, i can log back in again, this seems to take about the same amount of time as it would to get afk logged, though i havent tested that yet. So does anyone know whats happening and how to fix it? Am I the only one having this problem? My only theory is my bad internet connection kicks me out every now and then but i want to make sure.
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