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Naero

Former Staff
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Posts posted by Naero

  1. Hello, and thank you for voicing your concerns. :)

     

    Firstly, I'd like to note that the disproportionality of progress that you may see in some departments compared to others isn't necessarily concordant to our own priority queue. Some projects that appear to be on the backwaters may be more pressing than others that are actually progressing, but much of that can be chalked up to role distribution; depending on the project's departmental purview, it may be stagnant depending on whether or not its department is undermanned—hence you've seen more Coin Shop cosmetics than battle-system development, for example, because our availability of graphical artists at the times vastly outbalanced our availability of developmental staff (especially with Shane's current homelessness irl, which has handicapped his activity).

     

    This is a multidepartmental imbalance that we hope to fix with recruitment efforts and a bevy of new staff members most departments, but do not let the current divergencies of progress reflect our intended priority queue, meanwhile.

     

    Regarding the Spirit Stones: while us Content Scripters have control over the quest's framework, we do not have raw access to the database; as such, we have not been able to database in all the Spirit Stone items that are needed to work in conjunction with the huntable of the Legendary Beasts, nor are we able to configure the spawns thereof. This is why the quest has plateaued for a while, because those items have been missing but out-of-our-hands as far as plugging in those missing holes.

     

    I am glad that you revisited this issue, however, as I will raise it up with the applicable staff momentarily. I can not promise any determinate time estimation on its completion, however; all I can promise is that I'll try to expedite it by raising up this topic where it's productive.

    328341 I hope you guys can make us a good finishing to this quest and allow really serious and long-time players having "something more" for a reward. Like it was done for the legendary ones.

     

    There are many avenues for us to reward the more long-time players for their veteranship—including the lofty playtime-hours prerequisites for these most rewardful quests—but it is infeasible to do so in the case of this quest. We were foresightless to it taking this long to complete the quest (which can be chalked up to dire real-world issues on our Administrators'/Developers' part as well as unexpected turnover in those departments), so we didn't take the proaction needed for the scripts to register how long it has been since one started it.

     

    Apologies to anyone who feels affected by that inconvenience in that regard, but I hope most—if not all—will find the quest worth the wait once it is complete. :)

  2. Hello, and thank you for your reports!

    325818

    * 1st. The item "Grip claw" is not grip claw it is the item "protector"; It happened to me 3 times.

     

    This has been fixed; it will now yield the Grip Claw concordant to the dialogue. I am not able to speak to the originative creator of this system at this time as they are no longer around, but it is tacit enough that the Grip Claw was indeed the intended item based on the dialogic contents.

    * 2nd. The fossilized pokemon is "Baltoy" not "Relicanth"; It happended to me 6 or 7 times.

     

    * Also It is always "Baltoy", i dont think that it is a bad chance (6-7 Baltoy no other pokemon).

     

    This is indeed an error, as the Pokedex ID was misassigned for the Pokemon. This has also been fixed.

    tyrogue needs ms cause i have 4900+ discoveries and can find 1

     

    Upon doing a confirmatory check, I can confirm this is true; in addition to the 12k-experience milestone, it also stipulates that you must have active Membership in order to successfully encounter it.

     

    Apologies for all inconveniences and losses due to these errors. While they sadly can not be compensable for those opportunities that were squandered, I can assure you that the error will not be recurrent moving into the future.

     

    Thank you again for the reports.

     

    Lastly, I am moving this to the NPC Scripts subsection; this is where it should have been filed initially to properly elicit a Content Scripter's attention, as this is an NPC-controlled feature that is fixable by us Content Scripters.

  3. Hello, and thank you for the report.

     

    This is my culpability, as I misorganized the control-flow trajectory of the script earlier when fixing an unrelated issues.

     

    Unfortunately, it is infeasible to retroactively compensate you for the tasks that were mistakingly aborted as the error was onset by a prematurely registered variable that is intractable to change at this point, but I can assure you that this issue will not be recurrent moving into the future. Apologies for any inconveniences caused by this.

  4. Hello,

     

    The item was never distributable because it was misspelled in the script; this has been rectified, among other control-flow flaws that I noticed in it.

     

    I also reassigned the NPC, so anyone who has depleted this ground-lootable item in the past and thereby caused it to disappear should be able to loot it now—and resultfully so.

     

    Thank you for the report. :)

  5. Hello.

     

    Thank you for this report. Your honesty in reporting this is most appreciable; but for any exploitable bug that you may discern, we must enjoin you not to post it publicly; we need to limit percolation of this knowledge lest too many exploit-minded players find out about it and opportunistically exploit it before its fix.

     

    The contents of your OP have been hidden for now as such. For future reference, please report these exploitable bugs on a more private venue, such as the private-messaging outlet on the forums.

     

    This shall be looked into and fixed ASAP when one of us is wholly available to do so.

  6. Hello, everyone.

     

    Within the next 1-2 days to come, this event shall conclude; as such, you are encouraged to vacate the island as soon as possible, as all of the interlinking NPC porters will be removed, too (or because the volcanos will erupt, if you want me to narrativize it in the metagame).

     

    We hope that you all have enjoyed the event and have used the wealth of time it's been around to partake in it at some point, but the staff is in solidarity in feeling that this several-month-long event has been elongated for too long; it is long-overdue for it to end, as such, even if done short-noticedly.

     

    New events and content are already beckoning, such as the ongoing Christmas event, so don't dawdle around in this one!

     

    Edit: All entrways have been removed, thereby officializing this event's closure; additionally, all residual inhabitants of the island will be relocated to the most nearby PC of their last-visited region if they have not already vacated it.

     

    If you have any remnant Summer Points and wish to expend them, you can still do so in Slateport City's marketplace—for a limited time, mind you.

  7. Hello.

     

    I have remethodized the cooldown-evaluators for all boss NPCs; they should be rechallengable when the allotted cooldown times have elapsed, as such, so you should be able to challenge Brock.

     

    Let us know if issues persist with Brock or any other boss NPC, and apologies for any prior inconveniences. :)

  8. 322454
    322373 Hello.

     

    I have re-methodized the cooldown-evaluators used for Chuck and other boss NPCs prevalently deadlocked by this issue—Arnie, Erika (pending a reboot to effectuate server-respectively), and Brock—so it should properly evaluate your cooldown-timer now. Please try rechallenging the NPC, and let us know if it's still resultless. :)

     

    Apologies for any prior inconveniences this may have caused.

    Same problem here, didn't fight any bosses for 1month, and today brock asked me to come after 0hour... :Ambivalent:

     

    Apologies; I have initially omitted this NPC from the fixwork, but he should be rechallengable now if your cooldown time has elapsed.

     

    Please try challenging him now, and let me know if issues persist. :)

  9. Hello.

     

    I have re-methodized the cooldown-evaluators used for Chuck and other boss NPCs prevalently deadlocked by this issue—Arnie, Erika (pending a reboot to effectuate server-respectively), and Brock—so it should properly evaluate your cooldown-timer now. Please try rechallenging the NPC, and let us know if it's still resultless. :)

     

    Apologies for any prior inconveniences this may have caused.

  10. Hello, and apologies on behalf of the staff that this issue was disattended for weeks.

     

    If I'm understanding your expositional report correctly, you previously defeated him and were forced to rechallenge him, the script froze thereafter, you had to relog whereupon you rechallenged him, you were defeated upon that rechallenging, and now Magma Admin Tabitha is no longer visible; is this correct? Are there any misstatements or omissions?

     

    In any case, I notice that your Red Orb has not been removed—a removal that should coincide with defeating Tabitha in a successful control-flow execution of the scripts—yet the NPC is invisible; I have added an impaassable TileScript that should correct this and prompt Tabitha to reappear, thereby affording you another chance to battle him and ensuring that it's complete. Simply retread to where you've battled Tabitha, and he shall appear again.

     

    Let us know if any further issues persist, and apologies for any inconveniences this has caused.

  11. Hello.

     

    From what I've educed in reading your friend's user variables, no variable has been initialized for their Hoenn hours; this is used to register how many hours have been logged at the juncture of visiting Hoenn, which serves as a subtractive variable from their total hours to calculate the amount of time they've spent in Hoenn. Since this variable was never properly as it should have been, it is null when calculated and thus there is no differential when subtracted from their total hours.

     

    I've noticed that these script hiccups have affected more than a few users lately, however; that's why I've added in another clause in the script to ensure that if the variable isn't already registered by the time you're checking the hours, it'll try to do so again. I'd advise your friend to interact with Professor Birch again; this should initialize their variable, which will be seminal enough to calculable Hoenn hours once enough hours have elapsed since.

     

    Apologies for any inconveniences meanwhile, and let us know if issues persist.

  12. Hello.

     

    It looks as if the scriptwork and dialogic content of all NPCs has been purged from the map; while it is causally inconclusible as to how that materialized, it is assumable that there was a misstep somewhere and thus it wasn't intended.

     

    I have restored with all the missing NPCs that were extant in my few-month-old back-up of the area—overworld-interactable Pokemon, Rachel's scriptwork, Headbutt-able trees, and so forth. If you encounter any errors or noticeable omissions in that restoration, please report them.

     

    Thank you for your report. :)

  13. Please try to contact a Content Scripter when you're in-game next—be it making contactual efforts in this thread or on IRC if one of us is available at a friendly juncture. It appears that your account is deadlocked in an inexplicable control-flow disorder that did not properly register your caught-data entry or sequential variables of the quest (perhaps due to a deadlock?), but we can reset the variables in real time when contacted in-game.

  14. 279728 Okay Pikachu could learn surf through event according to bulbapedia. But the fact still remains why give tyranitar an attack like that anyway

     

    Regardless of what originative antecedents may have existed behind the moves in the handheld games, the fact is that we have all-customizable control over what deployable moves each battle NPC has. Boss-custom movesets may oftentimes belie those used in the handheld games; that applies even to Red's Pikachu to a less illustrative but still-existent extent, as it is more of a nod to Pikachu's quirky Surf ability in the Anime (a la Victor's Pikachu) and learnability in Pokemon Yellow more so than its obtainability in the periodic events.

     

    Since boss-NPCs are accepted as top-end PvM hurdles in the game, we look to bolster up all aspects of their multi-faceted repertoire. In addition to the obvious fabrics in their level, stats, and so forth, we also do that by potentiating them with a more well-strategized moveset; that oftentimes entails using moves outside of the Pokemon's organic move-pool in order to maximize the boss's seemingly indomitable lineup.

     

    These limitations exist in the handheld games as a balancing act to curb the Pokemon's own power, but we do not completely confine ourselves to regulations intended for a single-player game; we consider what is optimal for the complexion of an MMO game and thus may transcend these limitations in favor of loftier challenges than what one may expect in a single-player setting. In the context of boss NPCs—hotbeds of some of the most enviable gameplay-obtainable commodities in the game—it only stands to reason that we might employ curve balls—a la fringer Pokemon movesets—to steepen up the challenge.

     

    It is a stretch of some traditional limitations at times; but as long as it doesn't deviate away from the spirit of Pokemon dramatically, we're willing to implement them if needed to ensure that the challenge is commensurate enough to the rewards.

     

    Either way, I will need to lock this topic, as it is not a bug; it is an intended application of moveset customization. If you would like to voice your grievances with it further or suggest a changeover of it, you can use the Complaints or Suggestions section, respectively; otherwise, even as incongruous as some features may seem, they are not reportable bugs as long as that's the intended scheme of it.

  15.  

    Hello.

     

    We have acknowledged your issue and hope to have a real-time solution implemented as soon as feasible; that being said, there is no need to reiterate it with duplicative topics. Please keep the issue localized to one thread—preferably your most-recent one in this one—as we will not close your threads until it has been conclusibly resolved.

     

    We suspect that your Hoenn-hours variable—an incremental variable that's initialized when starting in Hoenn to keep a metrical perspective on your playtime in Hoenn—was not properly registered; while it is obscure enough as to why that may be the case, it appears to be the most plausible one, indeed, and thus we'd like to check your user variables and re-register them once we can log in-game simultaneously to do so.

     

    Please post here to let us know when you're available in-game or try to solicit one of us Content Scripters in IRC, and we'll try to have this rectified as soon as we can.

  16. There is no dysfunctionality here as far as the intended framework pertains; however, I can take this opportunity to elucidate it further to help dispel common misunderstandings.

     

    The 24-hour timer—the designated cooldown time—is initiated at any juncture a Mudkip/Torchic is subbmitted; this means that if those Pokemon are submitted before the 24-hour cooldown fully elapses, it will reset to 24 hours upon each submission until the incremental variable reaches the fifth Pokemon—the threshold where you'll be precluded from any further submissions until the timer elapses and expires the quota in the variable.

     

    Example: if you submit 1 Pokemon per "day" and wait 23 hours in between submissions until the fifth Pokemon is cashed in, it's hypothetically possible to turn in 5 Pokemon over the span of 5 days (or 4 hours short thereof, if you want to use semantic technicalities to define "days") and be restricted from any further submissions.

     

    As I alluded elsewhere, however, I've intended to steepen up the maximal quota, so you'll now be able to submit up to 10 Pokemon per each hot session—effectuating now.

  17. 276006
    275328 Hello, and I hope you are all enjoying this event as it's ongoing. :Grin:

     

    .....

     

    The paradigm has been reworked to only accept one Pokemon per task period; this means that if you obtained multiple Torchic/Mudkip between your last task's completion and the current one's completion, you can only reap Summer Points for one of them since the next task will stipulate that you must capture the next Pokemon after the previous task is complete. The obvious downside to that is that if you're lucky enough to obtain multiple Mudkip/Torchic during the task duration, it'll be limitedly rewardful since only one will be accepted; as such, it'd be advisable to submit a Mudkip or Torchic as soon as you obtain it.

    ...

     

    Do we have daily limit to submit mudkip/torchic ? I tried to submit the one that i just caught today, but when I choose the "I Caught a New One" , Rick said that "You've already submitted 5 Pokemon to me today, I am afraid; that is the daily-maximal quota for doing my challenge"."Try again tomorrow". It didnt even let me choose the torchic that i caught. I think it is my 1st or 2nd torchic today.

     

    That is correct; a 5-Pokemon daily quota is imposed, which will preclude you from submitting anymore Pokemon until 24 hours have elapsed since the juncture you submitted your fifth Pokemon--when the timer actuates. It may be the first Torchic that you've tried submitting "today" (with respect to semantic ambiguity), but it sounds like your fifth one from the last batch was submitted within the past-24 hours.

     

    Whether or not this limitation should stand, however, is another question.

     

    The current quota exists as a holdover from the entire framework's inception in the 2015 Halloween event wherein Pumpkin and Duskull IVs were liquidated into Halloween Points; that has been transposed to the diametrical Mudkip and Torchic Pokemon in this event and has only been re-examined and revamped recently.

     

    While Duskull and Pumpkin were congruously thematic to the event, the fact is that they were relatively common enough that the 5-Pokemon quota was needed to curb an otherwise-excessive stream of Halloween Point payouts; that is not the case with Mudkip and Torchic, as both seem to be much rarer.

     

    Since they take on a different complexion, a different purview must be adopted and thus I'll seriously envisage deregulating--if not completely removing--the daily limit when considering how hard it is to hunt this event's cream-of-the-crop Pokemon.

     

    Also, as an informative reminder: the new Torchic you caught will count when submitted later, however, because even if you need to wait for their submissibility, the fact is that the date has already been registered when submitting the fifth Pokemon and thus those caught after that juncture will still count for the task when redeemed for points.

  18. Please contact us when you're around—be it by posting here or in IRC—and let us know what server you're one. I suspect that a subtractive variable was not properly registered for you and thus it's showing your totalized hours as opposed to the Hoenn-onwards hours; we will need to congregate in-game in order for us to check this ourselves, as we can only check variable registrations in real time.

  19. Hello, and thank you for reporting.

     

    There is no server-side error here; rather, it is a visual glitch that falls under the purview of the client and thus is irresolvable as it pertains to content-scripting, as no script-end error is causative of this. Our client-developer has already been made cognizant of this and will fix it with due course, but there are no NPC-script errors to report in this regard.

     

    Meanwhile, I'd advise uninstalling your client completely and reinstalling it from scratch as a potential stopgap to the duplicate-spritesheet glitch.

  20. 275230
    274555 https://prnt.sc/cl6mwj

    Most of npcs can't see you through walls so this shouldn't too

    He just saw you 1 meter upper and, due to his Magma Grunt condition, had to fight you. He hasn't got x-ray vision, just...

    Sin_t_tulo.png

     

    Great metagame exposition, Marcy, but Victor does have a tenable point; there is reasonable positionality there to believe that they wouldn't fall within the NPC's auto-approaching eyeshot. :P When the game is immersive enough for a player, it's natural for them to be mesmerized by the metagame mentality wherein they forget it's just a programmed game and thus they expect realistic boundaries within it; that is the case here, since he expected the ledge to occlude the NPC.

     

    Amended the Magma Grunt's line of sight so that it won't approach players on the ledge anymore. Even if the issue may seem trivial, the fact is that players have a right to sidestep what NPCs the map allows them to if they do not wish to battle and thus we need to consider grounds where they reasonably feel they can avert the NPC, such as here.

  21. To note: while we still will need to do a manual, individualized fix to extricate you in your case, the scriptwork has been amended so that one shouldn't be deprived of a fossil in the event of these deadlocks as they were in the previously porous control flow. Thank you for raising this to our attention as such. :)

     

    That being said, let us know when you're online next and what server this transpired on, as I'll try to be around for these real-time fixes where needed in the next-several hours.

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