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Karyoplasma

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Everything posted by Karyoplasma

  1. Added the release to the initial post, so you don't have to go on github xD
  2. Hey, I pretty much completely rewrote everything. The old version is pretty useless by now because so many spawns changed and it doesn't work with the new spawn dump structure, so there is no feasible way to update the spawn database. The spawn chance predictions are gone because the new spawn dumps don't provide the information required for it to work. It was more guesswork than provably correct in the first place. With no further ado, I present to you the 2023 Update: Feature changes: Better Spellchecker - The old one had some annoying bugs, this one should work more reliably and less intrusively. Better presentation of results - No more issues with spacing! Better GUI - You can resize the application window now without breaking everything. Also, right-clicking in the result table opens a pop-up menu that lets you copy or directly search for what's below. Better internals - Finally using Java8 standard methods instead of relying on very old ones. Better repel check - The old one was very unreliable, so wrote a new one from scratch. It should be more accurate and less prone to breaking. It should also work for time-sensitive repel spawns if there are any. Better updating - You can keep the spawn dumps and the files that depend on it updated by letting the app handle all the downloading and replacing. Don't worry about flooding PRO's servers, the routine makes sure that an update is reasonable before connecting to the server. Better maintainability - If you are modifying and building this app yourself, you will find that the new structure is way more intuitive. The GUI now actually only does GUI stuff instead of being a band-aid for everything. ActionEvents are handled by different classes, so there is no overlap in functionality. Enjoy. I figured it would be better to publish this is a new thread because it's basically a completely new application behind the same idea. Due to heavy refactoring and rewriting, this version is not compatible with the old one at all, so please report any issues or requests you have with the 2023 edition in this new thread instead. Link to github repository: https://github.com/Karyoplasma/PROkedex Link to release: https://github.com/Karyoplasma/PROkedex/releases/tag/2023Update PROkedex 2023 Update.zip
  3. I voted "Yes", but I think you should limit the announcement to uncommon or rarer on Shiny pokemon. Rare-only for event forms seems appropriate, else it would be too spammy. Displaying the username should 100% stay opt-in, maybe even make a notification window pop up when you enable it that warns about potential scams from shylocks eagle-eyeing these announcements.
  4. No need to release your Darkrai. Just try to enter the castle and the Dark Realm again. If you can't, you have to defeat Horon in Dark Valley without losing a pokemon in the battle to regain entry. Once inside the Dark Realm, defeat Umbra (the Mega Gengar) in a fight in which you can only use your Clefairy. Make sure to recruit all possible team members (Clefairy, Growlithe, Munna, Cubone and Alolan Rattata) before you leave the Dark Realm.
  5. They contain a Halloween-themed accessory to equip on your character.
  6. The unfair advantage is that you would force everyone to install a third party software to have the same "convenience" of moving left and right automatically. Not sure how that is hard to see, honestly. It's automating the game by removing a core game mechanic, yes moving left and right through grass is a core game mechanic in Pokemon games. Alternate between hands when farming to reduce the pain. Or use a controller.
  7. None of the players in PRO are "war criminals". By dehumanizing and categorizing people into good/civilized and bad/"apes", you are achieving nothing and are falling into the same trap that was used to justify the invasion to the Russian public. "We" have to do nothing and doing nothing will not put "us" in a bad light, don't worry. This will be my last reply, have a good Halloween event.
  8. Nobody is invading you through PRO. Keep your political agenda out of video games, especially if they are fanmade and non-profit.
  9. Pretty sure, nicknaming has been requested and denied in the past because of concerns in moderation. It will certainly be abused, so it will probably never be implemented.
  10. Don't focus on a full team, it'll be harder than rolling everything with 2, maximum 3, pokemon. Chimchar is a beast and can pretty much solo with Nasty Plot, Grass Knot, Flamethrower, Brick Break. Good complimentary pokemon that you can catch early would be Psyduck (Surf, Psychic, Ice Beam, Calm Mind), Shinx (Thunderwave, Baby-Doll Eyes/Flash, Spark/Wild Charge, Crunch), Abra (Psychic, Shadowball, Calm Mind), Geodude (Earthquake, Stealth Rock, Rock Tomb, Toxic) and Gligar (Sword Dance, Earthquake, Acrobatics, Roost). Just pick what you like and then go ham.
  11. Link to Hoenn post Sinnoh playthrough screenshots: Thoughts: I used the EXP Share throughout the whole region sharing experience between Chimchar and Starly for the whole time. As you may see from the screenshots, it worked well, but at times it was a hassle to keep switching the item from one poke to the other. As a sidenote here, starter RNG is dumb, I got -Speed nature in 3 out of 4 regions, almost wanting to abandon my starters every time. There should be an option to "reroll" your starter into a neutral nature, 11-19 in all IVs pokemon before getting the first badge, so you won't be sad if you get a crippling nature on your starter. The region's difficulty was alright if you only use 2 pokemon. I fought every trainer on every route and felt on level for the most part up until the Byron gym, where the difficulty spiked a bit. I would have maybe wished to be a couple levels higher at some points like the Cyrus fight in Distortion World. Also the Giratina fight afterwards did not reward me with any XP, not sure if that is a bug or not. The legendary fights in Hoenn and Sinnoh are ridiculously difficult to the point that you pretty much have to cheese them unless you want to kill wilds for hours to end. You will be outsped and oneshot otherwise and it's a potential road block if you don't have Sturdy statusers. At around high in the level 40s, you can really feel the experience gain to drop off and every level after that is a struggle. I really fear having to level a pokemon, nevermind a full team, to 100 for PvP or bosses. After almost 62 hours and 4 regions, I still did not have a single lvl 100. Granted I still have like 30 rare candies because I deliberately did not use them, but Rare Candies shouldn't be a necessity to reach 100, they should complement it by skipping the most brutal part of the last couple levels. I don't really see a way to get my pokemon to 100 now that I cannot farm the E4s anymore, there are no good leveling options. Maybe Ceru Cave is alright, I don't know because I cannot access it and won't be catching 240 pokemon to unlock it. Summarizing pros and cons that I noted during my playthrough: + EXP Share does what it's supposed to do, no complaints here Not being utterly punished for evolving your pokemon feels way more natural than on live Catch experience makes the beginning of the region smooth Getting EV training with the EXP share is helpful, but should be a toggle feature - Experience gain after high level 40 is way too slow It's not viable to run more than 2 pokemon in your team during a region's story Sturdy toxic/para/rock tomb is required for some parts No good leveling option other than spamming Elite 4
  12. Link to Johto post Hoenn playthrough screenshots: Thoughts: Hoenn story was fine. Being able to evolve makes Winona in Fortree City less of a ridiculous difficulty spike, but it's still by far the hardest gym for where it's at in the story. I also struggled with Mossdeep, but that was my own fault since I pretty much just beelined there after the Aqua&Magma quest and didn't fight the optional trainers on the water routes. I did full-clear all the hideouts and then just wanted to progress, it's a very long stretch of the story, so I got a bit antsy I guess. After finishing the Soothopolis gym, I farmed a Clefairy with the Bold sync Natu I caught early on in Kanto and then trained it for the Sinnoh entry quest. Here, I have a couple of suggestions: make the EV Wald Safari area available to be visited in all regions. You cannot catch anything there anymore and there is no PC, so it being locked to Kanto makes no sense at all. Also add a quest for a non-Wailmer Surf Mount somewhere around Lilycove similar to the Arcanine mount quest in Kanto. You will have to surf a lot after that point and the regular surf speed is just ugh. After training came the most cancerous part: leveling 6 mons to lvl80 to be able to access Sinnoh. This was hell. I farmed the Hoenn E4 over and over and over. I didn't count how many runs it took. The wilds in Hoenn Victory Road are simply not high level enough to matter anymore EXP-wise, the trainers there were a decent source of levels tho. The EXP Share was of course very helpful with this task, but leveling takes too long. It's so grindy and bad that people hunt and level Nincada, so they can delay evolution until 80 and then get 2 mons for the price of one, just to fulfill the requirement. I'll say it again: the EXP gained is too little, it will drive away many players. The fights to enter Sinnoh themselves are fine. I did have a really good Masquerain tho (Calm 25+ in relevant IVs), so I could just quiverpass +6 onto Clefable and sweep Charon. Summarizing, I would say that the story part of Hoenn was the smoothest of the 3 regions I've played so farm in terms of EXP progression, just the part after the story was ridiculously grindy.
  13. Kanto feedback post Johto screenshots: As you may see from my "team", it was another instance of "get sturdys to debuff and then setup and sweep". Experience gain is just too low to try anything else, you will fall behind too much. I have used the EXP Share in the beginning, mainly because I wanted Stealth Rock on Graveler and that put my starter pretty behind, so after the rock hit 30, I stopped using it for the rest of the region. I EV-trained to make up for the lack of levels on my starter; leveling another mon alongside would have been a no go in the long run. I did some wild EXP test in Blackthorn and leveled from 71 to 72 on my Feraligatr in Dragons Den, here are the screens of that expedition: As you can see, it took almost 25 fights to get a single level, so I just didn't bother to level up more and went to the gym. Clair+gym was a sweep, don't think I even used any potions. I didn't take a screenshot before entering E4 because I was debating whether I should farm them for a bit, but ultimately decided against it. I farmed will twice on my Butterfree, but it was honestly more of a struggle than just pressing on, so I stopped quickly.
  14. What I expected and how I tried to gauge the change: First off, I'm somewhat familiar with the Kanto story. I never provided a story service, but also never used one and played through the story on 2 alts on both servers and on 1 alt on Silver only, totaling 5 playthroughs. I knew that the best way to speed through the story always has been to powerlevel a single mon to overlevel and easily win fights. Therefore it was advised to deny evolution for as long as possible to abuse that sweet, sweet faster growth rate. I was under the impression, the EXP rework took aim into changing that and make it more viable to level more than just a single, first form evolution team member. I knew about the EXP potion quest in Viridian City before Brock, but I deliberately forwent getting it, since I wanted to experience the rework as a new player would. Rundown of my story playthrough: It started off really well and pleasant. Catch EXP meant that I didn't have to switch train and could get new team members up to speed without having to switch train them. I caught a lot of pokemon to decide which I would use during story and settled on what I thought would work well as a team. I spent a pretty long time in Viridian Forest and Route 22 because I got a bold sync Natu and was farming for a nice story Budew or Oddish. I settled for Budew in the end because of better stats, unknowing that happiness was bugged which meant evolving it would be a pain. The experience gained in the early routes and gyms felt really good and I was making steady progress until the SS Anne, where the curve flattened a bit for the first time. After getting Cut, I felt already behind but didn't want to grind more so I defeated Surge and went through Rock Tunnel. I battled all optional trainers on Routes 8, 9 and 10 and Rock Tunnel on my way to Celadon but I was still not getting anywhere. The EXP share just did not help, even more so, I found it to hold me back. At this point, my team was basically reduced to just Butterfree (Quiver Dance, Bug Buzz) and Sandslash (Bulky, good synergy by absorbing electric attacks for my butterfly). The Rocket hideout and Erika were no problem and I went onto Fuchsia, fighting every trainer in my way because I was very worried about Jasmine. Despite fighting everyone, I was still very underleveled for the Fuchsia gym. As an example how badly behind I was: I set up to +4 with Sword Dance on Sandslash (even with Brave nature) and almost didn't 2-shot Jasmine's Ariados. I couldn't go to +6 because Ariados' Pin Missile literally destroyed my 110 base defense mon because I was so far behind. After this, I just totally abandoned my plan of actually building a functional team and surfed for an ok Magikarp in Viridian City. After I found one, I EV-trained it with the EXP share (the most useful this thing has been during my test) and leveled it to 45 on the Bike Road. After doing that, the rest of the story was a complete joke. It was just: setup DD and sweep and if that was not possible, it was: lead with Magneton and paralyze/LightScreen/Flash and then setup DD and sweep. If you check the playtime in the screenshots, you can see that it took me 5.5 hours between Fuchsia and Saffron and then 45 minutes for the rest of the badges. That's how much easier it was when abandoning teambuilding and just dancing in front of everyone. Funny (or rather sad) side note here: Against Mewtwo, I got too greedy and died on my Gyara so my old team of Sandslash (what a beast) and Butterfree (you go girl) managed to be ridiculously lucky and get enough paralysis procs so they could finish the fight. Butterfree received solo XP from killing a legendary pokemon that was at least 15 to 20 levels higher and did not receive enough XP for a single level. This is not ok and too little. This is why you fall behind and have to abandon everyone but a setup sweeper. I trained on the Elite 4 for a bit until Gyarados was comfortably getting to Lance without me doing any thinking and then I decided to finish the region. Gyara was lvl 77 at the end, I started the first E4 run at around lvl60 and did not count how many times I farmed them, but it was around 2 hours. All the E4 members combined leveled Gyarados from 76 to 77 on the final run. There is absolutely no point of fighting wild pokemon. If you happen to get a fully evolved wild spawn that is not super low level, go ahead and kill it, else it's absolutely not worth it. Not even on Victory Road which is a big bummer. Thoughts on the reworked EXP curve: Starting from the mid 40s, it takes ages to level up, everything above level 60 is hell. Wild EXP is too low, regular trainer EXP is too low, gym leader and gym trainer EXP is way too low. I would even say that E4 EXP is too low, it's just the least rotten, the least sucky way to level on the test server. Grinding experience on Victory Road to level 90 would take literal days. I do not see how this is going to work out at all, sorry. You could double the XP gained in VicRoad and it would still be too low, so I cannot really give good advice other than to completely rethink the test system again, it's just not fun. Thoughts on the EXP share: I'm an old fart, I grew up on Gen1 and Gen2 games and found the EXP Share in these games useless as a kid. I still think it's rather niche, but it does provide a way to get your mon to learn an attacking move while also getting EVs which is nice and saves you at least a bit of a headache. But as soon as your pokemon is able to fight itself, throw the EXP share in the bin, it is just holding you back. I am tentatively planning to go through Johto as well, but I fear that it will just be the same old, same old aka fishing up a karp in Violet and then dancing on everyone. If that is the case, I probably won't finish the Johto story since I really hoped for more story teambuilding options, not less.
  15. Apple hates 3rd party developers so they can keep charging outrageous prices for their "branded" garbage. Not gonna happen, ever.
  16. Yeah, happened to me on Maribela. Nothing you can do, just take the L.
  17. Tickets are dispersed when the WQ is successfully completed, i.e. the community finishes the IV requirement. Wait for the eye icon to disappear and talk to the cultist again.
  18. At the Slateport outdoor market is a tree that has a weird force field in the upper right corner. It pushes you back when entered from any angle and it's the only tree that behaves like this, I checked the others. I made a video to showcase the issue. weird map glitch slateport market.flv
  19. ((1/300) * (74/12000))^-1 = 48,648 encounters. Statisically, after 48,648 you have a 63.2% chance to have at least 1 form Alowak. Pretty much a coin flip after 3 weeks of full-time job hunting. Pretty ridiculous to expect people to do that. Even if you just want a decent regular Alowak, this spot is useless. No encounter rate should ever fall below 1% and sadly, with the surge of "3 rares in 1 map", this is exactly what's happening. Horrible concept and spawn design philosophy.
  20. There are so many problems with most of the mini-games, it's incredibly taxing to play. To Talhacoc123: why would I invest time in a such an unfun, buggy assembly of frustration? It's not fun at the slightest. If the games were fine from a technical standpoint, then okay, but like this, what's the point of torturing yourself? Let me list game by game and the difficulties I faced, maybe it helps to design actually fun quests in the future. I will forgo that /foreveralone is a necessity on all of them because otherwise visibility is so low that you might as well put on a blindfold. Rapid Spin: -there is annoying lag when you cross the finish line and the game loads the next track. -if you happen to roll the same track twice, the moving Ekans are not reset, resulting in possible unsolvable situations. I got stuck between the finish line and 2 Ekans for example. -very varying track difficulty -if you get unlucky, it's pretty much impossible to get 1st place. I got 26 rounds in a run with very good RNG (only had a single hard track). Whack-A-Mole: -most prominent problem is that your character hides the sprite directly north of it, so if it shuffles, you have to pray that it's not a stun. Overall one of the more polished games tho, it was actually quite fun. Scyther Says: -why is there a timer? so people don't write down the solution and skip memorization? why are Scyther's move not randomized in that case, they are the same no matter how often you restart. -input lag is slightly problematic. It was manageable tho because the timer is lenient enough to accommodate for that. Fiery Dance: -cannot comment because I have instantly given up on this. Apparently it's easy, guildie topped 21 rounds in like 5 minutes for me, I tried and my best result was 2, not sure how you are supposed to play that honestly. If I want to play a danmaku game, I go play a danmaku game, not Pokemon. Invisible Mr. Mime Maze: -actually a fun game with clear rules. Hockey game: -new tiles only spawn when you move or catch a tile which means it's a coin flip whether you get it right. Some are simply impossible to catch. -I cheated in that game by force-stopping my movement when typing in chat. Without cheating I would deem it impossible. Griddle: -Lagfest. It lags every step and you have to be extremely careful to not accidentally move a single step too far because that will kill your run instantly. -You cannot reset a path, just forfeit the game entirely. What's the point behind this? -Timer is ridiculously tight. Coupled with how finicky the controls are, it makes the game incredibly frustrating. The Hamiltonian path problem is NP-complete, just as a reminder. Whirlpool: -Oh boy. Where do I begin? -Pokemon sprites too small, extremely hard to distinguish Tympole and Wishiwashi. -Pokemon sprites move way, way too fast. -Sprites can get fused together if you pass through their path. If that happens and your target is one of the fused ones, it's a dice roll whether you talk to the correct pokemon or not. -Your character sprite hinders your vision a lot of times. Am I standing in front of my target or did another meth-infused pokemon sprint towards me in the split second my character took to move? I don't know let's find out! -Crap, I accidentally closed the text box, what was the pokemon I am supposed to get? -Timer
  21. Go to Mt. Silver Lower Mountainside. Max level for Quagsire is 52 there, they do not know Muddy Water.
  22. You need rocks or spikes for some bosses to break Focus Sash. Having both is excessive, yeah. I use my trusty Uxie for this, it learns both screens, rocks and memento and also it's naturally bulky. Any defensive nature works, EVs in HP and the boosted defense.
  23. You should always use the lowest possible level (15 in this case). If the repel mon would be level 17, you would repel all level 15 and 16 Abra and Kadabra spawns and hence significantly lower your chances to get one.
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