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Nechrit

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Everything posted by Nechrit

  1. Kanto Kanto was not too bad initially, up until vermilion. The only problematic level difference was right after the Rock Tunnel, where those trainers clearly had different level tuning. Then Team Rocket got into play - truly traumatic experience. In order to not fall behind in levels, I had to drop EXP Share and focus on a single pokemon: Gyarados. Of course, every pokemon has a electr or rock move. The overabundance of Magne*** that were outlevelling and outspeeding me made it truly a hassle. Level another pokemon to deal with them? Takes WAY too long, as you no longer have access to trainers XP. You know what they say: if you can't beat them, join them. I cheesed my way through the rest of the gyms with clever tactics (magnemites xD) and lost a lot of braincells relying on Ice Fang and Aqua Tail rng to sweep. It worked. Was it fun? Not exactly. After beating the gyms, it was time for the E4; but before then....RED! I'm a veteran player and my team just made Mega Mewtwo look like a Rattata, what can go wrong right? Right? Well, I actually took down the Mega Charizard X before succumbing to the other mons (note: please make sure new players dont lose money on that fight!! It feels so bad to lose an unwinnable matchup and see your hard generated money drop). Still, pretty happy I took that beast down. So yeah, Mega Mewtwo down. Mega Char X down. I'm ready for E4! Nope. Victory Road is just so insanely overtuned for this XP curve that it is legit impossible without god knows how many hours of grinding or weird cheesing mechanics. The first trainer had a level 66 Raichu. Note, highest level was a 55 Gyarados, with other mons being much lower level. I resorted to sacrifice my money and surrender most of the battles. E4 was doable by cheesing double Intimidate, Sturdy Stealth Rocks, Sturdy Twave and Strudy Light Screen (with clay). Question of the century: would a new player be able to have a good experience? Oh god no. It would be absolutely terrible and drive them away before they get to Cinnabar. Johto Johto felt much easier at first. At lower level I was gaining much more experience than I did in Kanto, so much that I managed to keep 2 pokes somewhat in line. It was a pretty easy sail through, little exception to the problematic Lapras in Slowpoke Well. Game continued to be fairly simple given my experience, and I did not need to overly rely on silly tactics. It felt harder than I remember it being 6 years ago, but not impossible. That held true until right after Ecruteak Gym. On my way to Olivine, trainers seemed to have a 10-15 level advantage over my entire team. Had to surrender to many. On the way to Cianwood, things seemed to turn less problematic. Cianwood and Olivine gyms were a true struggle. Partially because semi-immune to cheesing mechanics, partially because I had no decent moves (more on that later $$$), in great deal because there was no way I could reliably level a growlithe or something "on the go" without sacrificing tons of hours killing lvl 15-20 pokemons, or dealing with lvl 35 tentacruels/lanturns/mantines that oneshot it. So yeah, I picked my fishing rod and went back to the Gyarados strat. Painfully levelled to 42, googled where to find 3x hidden Rare Candies and got to 45 for Dragon Dance. Game became much easier. Rocket hideout in Mahogany wasnt too bad this time. Trainers north of the city were insanely tough and higher level than me, although only 5-7. Gym was easy. I arrived to Blackthorn and cheesed my way to snap a win abusing intimidate rotations and Ice Fang rng. Question of the century: would a new player be able to have a good experience? Again, nope. This time I found that the wild pokemon levels were absolutely NOT in line with trainers/gym required levels. If you want to build diversity in your team, you have to resort to catching one of the lvl 20-30 pokemons and hardgrind it to 50 to "properly" deal with the later gyms. Given that the majority of the wild pokes to train on are level 35 max, it's a VERY tedious and long process. Conclusion First things first - the test clearly showed that you need to be a truly experienced player to deal with the proposed change. Massive tuning is required in the points I mentioned, as well as overall XP gain to ensure new players can build "the team of their dreams" while completing this fantastic storyline. It really sucks dumping all your XP and resources into a single pokemon when there is so much variety! Also, consider the possibility of Trainers you lose to (especially Gym leaders!) to still grant you XP even if you lose/surrender once. Its unlikely any new player oneshots it - not granting them the XP upon success really hinders their progress and feeling of achievement. Secondly, I struggled with money. Like, ALOT. Johto would have been much easier if I could afford an extra EQ TM and Sword Dance tutor. For the effort it takes, plus several surrenders required, consumables etc, you should really get out of the main story with a few hundred thousands in your poket, if perhaps not even more. It's a once-per-account experience, new players should not be feeling like they cant teach their pokemon a cool move because it prevents them from buying 2 revives. Afraid of this being abused? With the time it took, even cheesing it, it would REALLY not be worth the hassle. If they do? Well good on them, I guess. Altiernatively, make every tutor free for a single time while NOT being region champion. Last not least, I was NEVER so scared of bug catchers and random trainers before. They were the MVP of this runthrough - MUCH harder than any gym or even the Elite4. That's all! I hope that helps. Wish me luck on my 2x IV locked reroll, I can really use some! Cheers, Nechrit
  2. Love the idea! It's how it was presented in the first place. But not gonna happen. Stop swiping cards to buy CCs, perhaps our opinion will be considered then.
  3. 2.2
  4. 2
  5. 1.8
  6. 1.6
  7. 1.2
  8. 1.6
  9. 1.1
  10. Auction ended, congrats!
  11. it ends in about 9 hours Adding countdown timer to make your lives easier Keep in mind last minute bids push time by 15 min as per rules! https://countingdownto.com/?c=3344842
  12. Auction started, 1M from Devilbathee
  13. Thanks, should be fixed
  14. Hi! As promised to the many of you who already contacted me ingame, I am selling this beauty CO 2M Time left: https://countingdownto.com/?c=3344842 Rules Start: 1Mil Insta: 3Mil Min increase: 50k (I've seen weird things happening without this limit) Ends Sunday 29th November @ 9PM CET Payment methods: -Coin Capsule @ 400K -Reroll Ticket @ 700K -Pokemons @ value determined by my own assessment. Contact me.
  15. Nice shop buddy, well designed and easy to navigate Ill keep an eye open if you pop a poke I need!
  16. Agree. All the 'hardcore' players wanting the most harsh experience clearly never played any other MMO ever, or never bothered to study the mechanics. There are always bad luck protection mechanics in RnG-based MMOs. From World of Warcraft's extra coin roll on bosses/PvP for an additional chance of loot, to the more linear enhancing system on BDO where failing an upgrade increases the % chance on the next one. Two very different games, one casual with gear resets and the other quite hardcore grinding game with linear progress; the fundamental is still the same! It is RNG, it is still hard, but eventually you get it. Right now PRO does not feel rewarding at all. I worked very hard to get the evolutions required, which was no joke back then, just to see my Latios being 100% useless. Not even decent for friends battles. Even worse feeling considering in original games legendary pokemons come with 3x31 stats guaranteed, indeed because harder to unlock/catch and to prevent people from feeling like crap receiving a useless thing for their hard work. I had to drop about 20 millions to 'fix' my Latios, without the guarantee I'd have ever had one. Horrible game design and leads people to quit, as many of my friends sadly did. The suggested change in % seems more than reasonable to me; it is not 'game-breaking' (whatever you might even mean by it) and makes it so people are more inclined on rerolling their legendaries, rather than just gamble it sometimes. It adds a subtle linear progression to the game and increases pokemon's availability in PvP matches, many of which are heavily underrepresented right now due to IV limitations. On top of it all, we are talking about non-tradeable Pokemons, so economy isn't hurt by it in the slightest if not by an indirect effect of having more 'checks & counters' available in the long term, lowering the need and price of certain pokemons that currently walk over teams because 'Latios is really hard to get'. All in all, very healthy change to the game. +1 TLDR: +1. Rerolls remain a Pokedollar sink (or $ ). Linear progression being added means fewer people feel like quitting after catching/rerolling a bad legendary. Hunters aren't hurt, they aren't tradeable. More rewarding game experience for consistent grinders. Easier long-term Pokemon availability for PvP, to enrichen the Pokemon usage %s and teams variety.
  17. +1, absolutely agree. Either starts with an insta, or you let the auction go for the stated time. Besides the unfairness in terms of wasted time bidding on something that randomly disappears and timezones advantages (@Exclusivez I was following them too, painful!), the current system is highly exploitable. The seller can decide on a random 'insta' price at any point in time throughout the auction so a friend can terminate it, should the auction not reach satisfactory levels or the seller decides he wants to keep the pokemon after all. We need to ensure buyers' protection, as bidding implies they are not allowed to allocate any of their assets anywhere else for the auction period, temporarily preventing them from futher progressing in the game. You may argue that having a friend bid on your pokemon is also exploitable, and you would be right, however it is not a certain win (some crazy person can just outbid it) and it is a lot easier to spot/track such fishy inconsistencies. Additionally, the current system allows for insta price negotiation, which is again unfair for many and overall wrong. If an insta is not stated, I can approach the seller and offer a sum to insta buy it and avoid the bid war, and the seller can just quickly state he added and insta price and the pokemon is gone. On the flip side, sellers are already protected: contrary to the sellers' rules, buyers' ones are very clear and less prone to interpretation. You bid you buy, or you are force traded/punished. Sellers also have the freedom to decide on the price they see fit, or not state a price at all which by itself is already protection enough. They can state starting price, time limit and let it go if they are unsure about pricechecks. If you auction a good pokemon for 3-4 days including weekends without insta, it inevitably reaches it's correct market value. Following some of the recent auctions, it is as clear as sky that something fishy has been going on. I've seen Jolly 30 Charizard being instad for 10mil, others reach comparable prices in auctions, and better ones disappearing 1 minute after adding the insta price in the middle of the night for half the price. Not happened once, it's just one example Now you can claim it's a 'mistake', you can blame the 'price checking' system, but I don't believe for a second someone with a valuable 'mon is unable to check auction prices for the same pokemon within the same week. Let alone willingly sell it for half of those price despite the auction progressing naturally with multiple bidders. Just my 2 cents
  18. Make them OT-only to drive PvPers away, aka people who are actually going to use those mons and for whom this PvP rework is built for. Even worse, recommended for a game with long queue times or often no match found. Genious idea. I have been collecting potential mega pokemons for 4 years now, ever since they were promised/teased whatever you wanna call it back in 2016. I pumped hard grinded money early on into the economy on pokes that without mega are useless, slowing my progression and accelerating yours. Now you suggest this enforced OT mechanic, which was never enforced even on original gameboy games (remember the blue cable to trade stuff?), in the name of 'hard work' years later after many of you sold pokes (did you see the Charizard that was just insta'd 10mil? Isn't grinding that considered 'hard work'?). What about my 'hard work' in grinding them ahead of time? What you are suggesting is extremely unfair. I will agree on the 'OT-only' madness at 1 condition: people who are suggesting this are effectively trade blocked, to prove that 'hard work' is the way to go. This means no more CC buying/selling, no more item buying/selling, no more selling pokes after hunts to finance items or cosmetic items. You want the true hardcore experience and enforce it on others? Lead by example. Folks we need to make PvP more accessible for everybody, not harder. Easier lengedary requirements were awesome for new players, lending system was awesome for new players to test pokes from friends or even stragers with no danger of scams, I'd LOVE to see easy rerolls so everyone can use their hard grinded legendaries (I have almost all of them at a godly state already, this change would not affect me FYI). Open your eyes, your suggestion will drive people away in a moment that more are coming back because hyped. Do not kill the game.
  19. First off: if the idea is to figure out whether it is too OP or not, and you have the ability to check win %, why would you ban it the first season after the baton passer in question is part of an heavily-hunted event? Let it run, check the numbers, see if needs adjustment. Right now you based a ban on an incredibly poor usage, in a game without MMR, on the base of people's opinion. Not how it works my dudes, ever heard of suspect testing? I do not think it is ban worthy. I have played a Scolipass team (the famous and feared one that GlogS used to play, and a few variations of my own) for hundreds of matches with guildies and friends: in the right hands it tears people, in the wrong hands it gets destroyed. Guess what, that's the case of every team :D Hell, when playing with my boy Sukres we even beat the ''broken'' Scolipede team played by none other than GlogS himself a couple times. So it is doable after all? -THE GAME HAS NO MMR! I will never stress this enough. We are playing against complete random people, the (very big) majority of which has no clue what they are doing. No offense, its just the truth, time and practice will make everyone better. A batonpass team can sweep a ''noob'', term which I hate but whatever, in less than 5 minutes. I can sweep a noob with any HO in less than 5 minutes, same with any folk who reached 1.7k+ elo on SD, ladder on PRO, won regionals three time or whatever e-peen number makes you cool nowadays. The teams I see around are not prepared for threats like Mamoswine, Serperior, Greninja...let alone some more ''deep'' tech that requires setup, and knowledge thereof. Lack of knowledge is the biggest culprit of people losing to this team. -Manaphy...I still hear about people wanting legendaries banned, or Chansey, because ''broken''. Come on it is 2020, we have an awesome thing called Google with plenty of answers and guides for you! Truth is it's is plain and simple, although for some hurtful: skill disaprity 80% of the time, 9% is having the better pokemon IV/cheese strat, 10% pure crit and status RNG. Last 1% is when the server crashes ;) I (mostly friends I am playing together with) murdered thousands of poor Manaphys at this point, poor little creature. He sets up Tail Glow and 6-0 you? Why did you let that happen in the first place. Think about how you lost rather than the fact you lost, or what to. That being said, an incredibly powerful Pokemon in the right hands. In the right hands. -Togekiss is not as reliable as one might think, although yes incredibly frustrating: all it takes is 1 turn with a miss, not flinch, a single crit, a wrong move (heal belling instead of roosting etc) and the match heavily swings in the opponent's favor. It's an annoying pokemon for sure, but not because of baton pass. A Scarfed one can 6-0 you with flinches too, I've seen it with my own eyes. An incredibly powerful Pokemon in the right hands. In the right hands. Ok not as much, can be all luck too in this case. Another, reason why baton pass is considered ''broken'' (it is only just really good!...in the right hands) is because many things that can destroy that tech...ARE NOT YET CODED! I mean they were promised for years along side other cool stuff, but I personally prefer having a double cool sword on my character's back :) -Volt Switch and U-Turn do not work properly, you need to select a pokemon before you see what the opponent does, which means adding prediction on prediction...absolutely crazy and the fact it is not coded after 4 years is not justifiable. That alone can gain you momentum against any batonpass or setup team and set you up to deal with it (or any other team, for that matter, yes even Chansey!). -Substitute. Should I explain how oppressive that move is and how punishing it is towards a possible baton pass...or stall (you know, all the people complaining that Chansey should be banned). Code that and the meta will drastically change. No bans needed! -Lunar Dance/Healish Wish etc: Trick Room would absolutely destroy the Scolipass team ft. GlogS. Of course, assuming skill level is about the same, which as I already pointed out rarely is. Cresselia easily eats +3 Manaphy with 0 investments, with could even force a 3HKO: Plenty of time to Trick Room and Lunar Dance to your sweeper and turn it all around. Healish Wish on a pokemon like scarf Latias/Jirachi (faster than 99% Pokemon who receive speedpass from Scoli) can revive one of your priority pokes to have a second chance. You should have not let that happen for free in the first place, but in case, it's nice to have the option to recover from a game. -"game is gen 7 based". No it is not. We miss a drastic chunk of the dex. PRO is PRO, or if you want it to be Sun&Moon, introduce all the possible pokes. I am talking about Tapus, Megas, Toxapex (special mention because forces Manaphy to run Psychic>Energy Ball, hindering its ability to deal with tons of mons), Lando/Thund/Tornadus, Keldeo...without talking about Z-Moves, which single-handedly can deal with issues in your team with 1 click... in the right hands. Adding different sets on Legendaries was a god send, about time (and im thankful for that, really!), but not quite enough to make the game balanced, competitive or whatever. We are missing WAY too many things. That being said, even with all those things missing, Baton Pass can be beaten. I appreciate the thought of trying to improve the game, I really do. You are just doing it in the wrong way. Some duct-tape on a leaking tube will not stop the leak :) ps: if there is anything I, or my friends, can do to facilitate the coding/bug testing or whatever of missing stuff, please reach out to me. Game has seen no real updates in ages at this point, I lost more friends switching games to the new ones I've made at this point :(
  20. start
  21. Insta-sold. That went fast!
  22. Hello! The wait is over! As promised in-game to a whole bunch of you who showed interest in my freshly caught Dratini (you made my client crash with the too many PMs!!), here's the auction. Small difference: the little cute dragon is now PvP ready :) Start: 1.8m Insta: 3.5m Min bid: 100k The auction will end Tuesday April 28 at 9AM (CEST). You can find a live counter down here: https://w2.countingdownto.com/2965335 Alternative payment methods: CC: 400k Reroll Ticket: 600k Have fun and good luck!
  23. 12.44AM edit: Auction ended, Absolfirst with the last 5 mins snipe wins @ 1.17m
  24. 3 hours left
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