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Rjll007

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Everything posted by Rjll007

  1. And that’s exactly the point — “it’s always been like this” doesn’t mean it can’t be improved. You missed it because you went to sleep earlier. A lot of other players miss it because of work, school, sleep schedules, or timezone differences. That’s why the suggestion was made in the first place.
  2. I understand the point about a quest ending once completed, but World Quest is also a global community event with players from very different timezones and schedules. For example, the recent WQ started around 2 AM IST and ended before many players in that region even woke up or returned from work/school. In that situation, the issue is not lack of effort — it is simply lack of opportunity to participate. My suggestion is not to make the event easier or remove competition. Example: - Server requirement = 100,000 IVs - The server completes that goal quickly - The WQ succeeds as normal However, instead of instantly closing, the event could remain accessible for the remaining duration so players from other timezones still have a chance to contribute. The contribution system would still remain competitive: - A player contributing 500 IVs would still earn less than someone contributing 2,000 IVs. - Higher contribution percentages would still require more grinding compared to other players overall. So effort, rankings, and competition would still exist exactly the same way. The only difference is that players who were asleep, working, or in unfavorable timezones would still get a fair chance to participate in the global event instead of missing it entirely.
  3. Hi PRO Team, I would like to suggest a small improvement regarding the current World Quest system. At the moment, some World Quests begin during unfavorable timezones for certain regions. For example, the recent WQ started around 2 AM IST and was completed before many players from that timezone even had the opportunity to log in and participate. My suggestion is that instead of the World Quest closing immediately once the required IV target is reached, it could remain active for the full 24-hour duration. The required IV amount would still act as the minimum completion goal for the server, but players could continue contributing afterward and still receive the normal percentage-based rewards/tickets based on their total contribution. This would help improve timezone fairness and allow more players to participate, while still keeping the current contribution and competition system intact. Regards RJLL007
  4. That’s actually a well-thought idea, especially using Safari Zone mechanics and removing Poké Balls to prevent abuse. My main concern though is more about giving Cerulean Cave a stronger purpose. Since Cerulean Cave already requires a lot of effort to unlock, it currently feels like it lacks long-term value. Instead of adding a new leveling area elsewhere, it might be more rewarding to build something similar directly into Cerulean Cave. For example, applying a controlled version of that idea: Higher EXP Pokémon or improved spawn setup inside the cave Or a small horde-style system for faster leveling Restricted to post-story players to keep it balanced This way, the cave becomes a meaningful endgame location rather than adding another separate training spot. Your Safari Zone idea works well from a system perspective — it just feels like Cerulean Cave could benefit more from that kind of upgrade.
  5. Hi, I wanted to share a suggestion regarding the leveling experience in Pokémon Revolution Online. Before the changes made around 2021, leveling felt faster and more engaging, especially with the ability to control evolution and optimize EXP gain. While the current system offers good flexibility, the overall pacing now feels a bit slower, particularly for players who have completed most of the game. I understand that the Training Tower already exists for leveling. However, it feels more like a structured, time-limited challenge rather than a natural grinding experience. Because of that, it can feel more like a task to complete rather than something players can continuously enjoy. With that in mind, I’d like to suggest adding an endgame-focused leveling feature, possibly within Cerulean Cave. Since Cerulean Cave already requires significant effort to unlock, it could be a good place to introduce something like: - A dedicated training area with slightly improved EXP rates, or - A controlled horde battle system (e.g., 3–5 Pokémon per encounter) for more efficient leveling This could be restricted to players who have completed the main story and key side content, ensuring it remains balanced and does not affect early or mid-game progression. Keeping it focused purely on leveling (without additional item rewards) would also help avoid any impact on the in-game economy. The goal is not to replace the current system or the Training Tower, but to provide an additional option for endgame players who prefer a more relaxed and repeatable grinding experience. I believe this would make Cerulean Cave more rewarding in the long run and improve the overall post-game experience. Thank you RJLL007
  6. Thanks you so much i now have access to the island
  7. Hello, I see all 1-143 and 147-149 as caught data if the pokemon in pokedex its showing pokeball symbol in it does that refer to caught data? if yes i do have all PFB SS and please help am i missing anything? have completed all 4 regions still unable to access the island
  8. Hi, i was trying to go to Shamouti Island but the sailor didnt bring me to the island. Could you please help confirm if im missing any requirement
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