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New Trade Zone
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Use the new Trade Zone for auctions and instant-price trades so Pokemon and item offers are easy to find.
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Caennethi

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Everything posted by Caennethi

  1. IntroductionHiding spawn information is, in my opinion, ultimately harmful to the game and its player base. That said, I want to be fair and acknowledge the arguments that could be seen in favor of this change and explain why I think they don't hold up. The Upsides — With a Grain of SaltHiding information about spawns has three upsides that in my opinion come with a grain of salt. 1. Community InteractionWithout readily available information, players are pushed to interact with each other — asking around, trading knowledge, being active in Discord. That's a genuine plus for community health. But it assumes everyone wants that. This is an MMO, sure, but like every MMO, part of its population is made up of players who prefer to play solo, at their own pace, without depending on other people to progress. Forcing interaction as a side effect of information scarcity isn't the same as fostering organic community engagement — it's closer to a toll gate. 2. The Joy of DiscoveryDiscovery has a real psychological reward — that moment of finding something yourself is genuinely satisfying. The problem is that hiding information doesn't let players opt into that experience — it forces it on everyone, regardless of whether they want it or not. A player who'd rather look something up and get on with their session no longer has that choice. Discovery stops being a bonus for those who enjoy it and becomes a mandatory task for everyone else. 3. Making Content More Attractive for a Longer Period of TimeHidden information stretches out how long content stays relevant. If everything about a spawn — location, timing, repel requirements — is known on day one, players burn through it in an afternoon and move on. Scarcity of information keeps people engaged with the same content for weeks instead of hours, which is valuable for a game that needs sustained playtime to stay alive. But this benefit is easy to mistake for something it isn't. Stretching engagement by withholding information isn't the same as making content actually last longer — it's making the same content take longer to consume by adding friction, not depth. The "longevity" here is measured in "hours wasted searching", and not "hours spent enjoying". And it can just as easily backfire: a player who hits an opaque wall with no clear path forward doesn't necessarily stay engaged longer — they might just get frustrated and leave. Retention through obscurity is a gamble, not a guarantee, and it reads more like a "metric driven" incentive (keep playtime/player numbers up) than a "player experience driven" one. Major DownsidesThere are actually many more downsides to this as you might think at first. 1. Respecting Players' TimeAn MMO inherently demands time investment — that's expected and completely fine. But there's a difference between content that takes time and artificial friction that wastes time. A game that respects its players supports their time commitment instead of manufacturing extra roadblocks that add nothing to actual gameplay depth. 2. Efficiency and Player ChoiceNot every player is optimizing for the same thing, and that's fine — but for players like me who do want to play efficiently, this system actively works against that. I have a list of other games competing for my time, and getting stalled by a mechanic whose sole purpose is to artificially create discovery and interaction — rather than offering meaningful gameplay — isn't a good trade-off. Efficiency-minded and exploration-minded players used to be able to coexist, each choosing their own approach. Now one playstyle is forced onto everyone. 3. Guilds Gatekeeping InformationIt's well known that guilds already gatekeep advantageous information. General spawns are still broadly shared, but repel-spawn locations in reworked areas aren't public anywhere — they're either unknown to most of the player base or deliberately withheld by guilds to keep their advantage. In other words: hiding information doesn't eliminate the advantage information provides — it just shifts who holds that advantage. Solo players and small groups lose access, while large and active guilds with more players to brute-force discovery simply absorb the cost and keep the payoff for themselves. 4. Fragmented, Inconsistent KnowledgeWhen information isn't public, what circulates informally is often incomplete, outdated, or just wrong. There isn't a single point of truth anymore. New or casual players end up relying on guesswork, secondhand claims, or bad advice, while the "real" answers stay locked elsewhere. That's a worse experience than either full transparency or well-designed in-game discovery mechanics — it's the disadvantages of secrecy without the benefits of genuine exploration. 5. Enabling Misinformation and ScamsA lack of public, verifiable spawn data doesn't just create gaps — it creates opportunities to fill those gaps with fake information. Without an official source players can check claims against, there's nothing stopping a seller from misrepresenting a spawn's actual rarity or exclusivity to inflate its trade value. An uncommon spawn gets passed off as rare — and the buyer has no way to verify any of it, because the real data simply isn't public anywhere. This isn't a hypothetical edge case. It's a predictable outcome of the current system — one only possible because there's no accessible, official source of truth to check against. 6. Hiding Rarity Itself Serves No Clear PurposeUnlike spawn locations or repel conditions, a Pokémon's rarity isn't something players are meant to "discover" — it should be baseline information, not a puzzle. Nearly every game with a rarity system displays it directly, because knowing what you're looking at is basic UX, not a spoiler. Hiding it doesn't create discovery or interaction — it just makes trading and evaluation harder for no clear gain, and it's what makes scams and spreading misinformation like Point 5 possible in the first place. How To Potentially Fix ItThere are surely a few ways to solve this without keeping the current downsides, ranging from a quick patch to an actual structural fix. A Proper Fix: Bring the Information In-GameThe core problem isn't that information exists — it's that it's unofficial, incomplete, and unevenly distributed. Solving that means making it official, complete, and evenly distributed: Improving the existing Map Spawn UI by displaying time-of-day and level ranges for each spawn directly in-game. Highlighting repel spawns directly on a Pokémon's page. Displaying rarity directly on a Pokémon's page. A Temporary Fix: Delay the Public Spawn DumpA simple fix is delaying the public spawn dump by roughly two weeks after each content update. This doesn't eliminate the effort of finding repel spawns during that window — but two weeks of temporary scarcity is a fundamentally different problem than permanent gatekeeping, since it resolves on a fixed timeline instead of indefinitely. Players who want to discover things early can still do so organically or by interacting with the community during that window. After two weeks, the data becomes public and everyone converges on one accurate source of truth. ConclusionHiding spawn information doesn't actually create the discovery or engagement it's meant to — it just relocates who has the advantage, shifting it from every player equally toward whichever guilds have the playerpower to brute-force it. Genuine discovery and community interaction only mean something if they're chosen, and not forced. Information scarcity doesn't create either, it just makes both mandatory. Making repel and spawn data official and accessible in-game doesn't remove discovery or interaction as options — it just stops forcing them on players who'd rather not engage with either, all while leaving them fully available to anyone who still wants that experience. ~Caenneth
  2. You can simply negate the specific OT search to get All-Non-OT Pokemons. OT!=Caennethi Almost everything in PRO is done Serverside. This isn't feasible in any way, would make cheating way easier and could cause many issues. PRO sticks to official Pokemon battle mechanics. It does not really implement any battle mechanic because "it is cool" or "is realistic".
  3. Hey, The Evo requirements have been removed. The caught data is mandatory for some of the quests. And yes i'm sure, as this was changed last year.
  4. You need to submit Panpour, Pansage and Pansear, not their Evolved Forms.
  5. You need all non-legendary caught data for Sinnoh - not just the seen data.
  6. You need all non-legendary caught data for Hoenn - not just the seen data.
  7. You need all non-legendary caught data for Sinnoh - not just the seen data. Also need to be Sinnoh Champion and have a level 60 or less Pokemon in your Party.
  8. You need all non-legendary caught data for Sinnoh - not just the seen data.
  9. Speed is not calculated before the Mega evolution. As Zarachi said Speed is calculated BEFORE the weather change, that happens DUE to a Mega Evolution - not before the Pokemon Mega evolved. So 1. Mega evolution 2. Speed calculation 3. Weather change. This behavior may change due to adjustments introduced in Generation 8 regarding how speed modifications are handled. However, since there are no Mega Evolutions beyond Generation 7, it is currently impossible to test this interaction in a valid environment - and neither Bulbapedia nor Showdown nor any other page is infallible.
  10. Curtains Up for PRO Market History! What is PRO Market History? PRO Market History is a community-driven tool for tracking Pokémon and item auction data in Pokémon Revolution Online (PRO) It helps players make more informed trading decisions by providing verified historical sales data. Does this Web-App give me an "average price" for an item? No. We do not provide a "recommended prices" or "average price". Prices in PRO are highly variable and context-dependent. Instead, we showcase real, verified sales history so you can draw your own conclusions. Core Features View live data of user-submitted Pokémon and item auctions. Filter Pokémon and items to quickly find what you're searching for. Submit auction data to contribute to the growing data pool. Why I made this tool/webapp We've all been there, standing in Trade Chat wondering: "Is this Pokémon worth 2M or 20M? "Should I accept this offer or wait for better?" "What did similar Pokémon actually sell for?" The PRO Price History Tracker eliminates the guesswork by showing you real completed transactions. No more getting scammed. No more underselling to resellers. No more complete price uncertainty. This isn't a price calculator or estimator - it's a historical database that empowers you with actual market data to make informed decisions. Planned Updates - Better mobile support - A self-trained AI that detects IVs, abilities, natures, and Pokémon names from uploaded images for faster submissions - Adding missing Items and missing images - Improved Discord bot features Join the Discord Server! https://discord.gg/kteFmyZEDY You can: - Chat with other players - Share suggestions and feedback - Get help with the web app - Use the Discord bot If you need to reach me directly: IGN: Caennethi Server: Gold Discord: caenneth
  11. Caennethi replied to Omenrl's topic in Suggestions
    @Jackstermac 1 Account will have either One or Two Characters, depending on the mentioned requirements of 10 minutes playtime and last login not longer than six months ago. The Gold and Silver characters on that account will get merged into 1 account with 2 characters. Then u can additionally move characters from ur other accounts into the main account. So with the current Account limit up to 4x2 = 8 Characters in a single account. No message here mentions if it allows more than 8, but imo it should be the minimum. Not sure if there is/will be a hardcap, but i guess so.
  12. Caennethi replied to Omenrl's topic in Suggestions
    That's pretty clearly worded for me. 1 Account has 2 Characters - Gold + Silver. It states you can move characters from different accounts - so alts - into your main account.
  13. Caennethi replied to Omenrl's topic in Suggestions
    I'm not sure if i understand your suggestion correctly, but from how i understand it from Wallys message, this is exactly what will happen. For example, my alt account 'Gwaenneth' with Gold and Silver characters will be merged into my main account 'Caennethi'. After the merge, I’ll be able to choose from 4 characters on my main account: Caennethi (Gold) Caennethi (Silver) Gwaenneth (Gold) Gwaenneth (Silver) So no character/account is lost in the process. If i misunderstood your suggestion, feel free to correct me.
  14. Hey! The requirements were changed ~2 weeks ago. These are checked if you try to enter the Island via the Sailor, so if he blocks you, you probably don't provide the requirements. Greetings ~Cae
  15. I’m not entirely sure why this should fall under PRO Staff’s responsibilities. While PRO has control over the Forum and the Wiki, it's not really their "job" to actively write or update guides for these platforms. The Forum, Wiki, and YouTube are (with some exceptions) primarily community-driven platforms. Although the Wiki has some level of oversight, anyone can upload outdated, misleading, or simply incorrect content, especially on YouTube and maybe even the Forum. Also, PRO is an English-speaking MMO. If you want guides in Spanish, French, or other languages, why not use AI to translate them yourself? It’s already been stated that PRO will likely never be officially translated, as it would be nearly impossible to maintain or even do, and it could confuse some players if guides exist in many languages, but the game itself is only in English. I agree with this idea in general - which is why I and a few others try to keep the Wiki as updated as I can - but I don't think this is realistically achievable any time soon. The knowledge is too scattered, there’s outdated information everywhere, wrong assumptions from the start, and a lack of consistent standards. Going over and verifying all of this into a general, up-to-date, well-written source would require a lot of effort and massive maintenance. In most games, it’s the community that creates guides, walkthroughs, maps, and so on, just like what’s already being done on the Wiki and not of the ones creating it. Why the forum, though? Its search functionality is already quite poor—maybe not due to the implementation itself, but rather how auctions and shops are structured. Auction threads often have their titles changed to “closed” or removed entirely. Images (which often contain price info) get deleted. Shops often lack prices, or only show them in images. Sometimes there’s no name of the Pokémon, just a picture. An AI would need to: Read every post and image, Extract Pokémon names and price information from images, Infer pricing from partial or outdated context, ...and more. Also, why would PRO Staff want to provide “general pricing” at all? PRO uses a player-driven and economy. Prices go up and down based on supply and demand, like in any open market. Even in real-world open markets, it’s rare for authority to dictate market prices—so I don’t see why that should be different here. To implement "official pricing", you'd need to partially or fully switch to a regulated economy, which I don’t think fits with PRO’s current design. Also worth mentioning that a significant amount of information is intentionally gatekept within guilds and private communities, especially when it comes to Dungeons, Z-Tournaments, PvP, and anything that is or might be of competetive nature. Greetings ~Cae
  16. Hey, for the Cresellia Quest u need to be Sinnoh Champion and have all legendary caught data from Sinnoh. The requirements were changed recently, so youtube or forum guides are very likely outdated.
  17. Do you guys have the whole non-legendary seen data for Sinnoh and are Hoenn Champion? Only then you can progress the Quest, as the requirements were changed recently.
  18. It's as the Bulba description for Gen 5 onwards says. "Grants all attacking moves that do not already have a chance to flinch a 10% chance of causing each target to flinch." So if a move does not have a chance to flinch it gives the move a 10% flinch chance. This does not apply to moves like Air Slash that already have a chance to flinch.
  19. If you could tell us how far into the Mew quest you are so far, we can probably help you better. Did u already get the Dragon Membership, unlocked Cerulean Cave and fought Mewtwo to get Seen Data? Here is a guide for the quest: https://pokemonrevolution.net/forum/topic/8037-how-to-get-mew/

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