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Naero

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Posts posted by Naero

  1. Have you obtained the second Johto badge? If not, then this is explainable; these routes are delimited within the Johto region and thus are adoptive of its badge requirements--specifically the Zephyr Badge from Azalea Town.

     

    Unless specified otherwise, I will assume this is a shortfall of the badge count for Johto. Currently, badge deficiencies are lumped with the same reaction from the dialogue, but Arnie--the mass-distributor of these trees--plans to tweak the template to have w separate, more well-defined reaction to badge deficiencies to limit these understandings.

  2. Hello.

     

    Thank you for your concern, but I can confirm that the SecretPotion won't be able to serve as any such plot device to skip Johto—simply by virtue of the fact that the SecretPotion is removed from one's inventory before they complete the S.S. Anne quest; before then, they are occluded from advancing beyond Vermilion City in the successional line of gyms and thus would not have reached Johto with it retainingly.

     

    Moreover, when any key items—items created primarily as quest-essential data flags—are added, we add in item-checks in NPCs to ascertain whether or not it's in their possession before giving a new, potentially duplicative key item; this is the case with the SecretPotion script in Johto, too, and any additional potions end up precluded to begin with.

     

    Topic locked, as it is a user-end misunderstanding. :)

  3. Hello.

     

    Thank you for dutifully reporting what you inferentially believe is a bug, but I can assure you that there is no irregularity here.

     

    Paradigmatically similar to move-tutors, as soon as you pay for access to the move-learning prompt, your money ends up expending while the prompt pends your selection—regardless of whether you end up learning it or not. In the current complexion of it, it is analogous enough to an irrefundable vending-machine beverage-dispenser; as soon as you insert your money in it, you have the option to purchase a drink or eschew it; but in the end, the only immediate return for your money is access to the prospective purchase, not the direct acquisition of it.

     

    We hope to rehaul the dialogic contents of these scripts in the future to stress to the user that money is irreturnable if they choosingly decline on the move to help curb these misunderstandings; but for now, I can only stress to you that you remain mindful of your Pokemon's moves and whether or not you want to eventually replace them beforehand when accessing the move-relearner.

  4. While it is natural to want an instant solution to any game-stifling problem, we should not recede away from the fact that there is always a risk/reward trade-off to be interbalanced before making any major financial decisions. The reward is obviously more capacious of vacancies to house players, but the risks are loomingly game-breaking while we have yet to ascertain if this is going to be a short- or long-term problem.

     

    Firstly, we need to contextualize the current circumstances and how the issue may rectify itself on its own over time.

     

    Most of the interminable queuing is currently done on the Red server; that is because it has obviously amassed all of the veterans who are hesitant to disinvest themselves from the server to start afresh and play on Blue regularly, and thus it's only realistic that the mass preponderance of players do not want to migrate to that secondary server yet.

     

    More paramount to the problem that no one has mentioned, however, is that we have been unexpectedly hit with a massive influx of newer players—most of which converged from a bevy of high-profile Youtubers that have promoted PRO—that have lent themselves into the overswamping of the game. Only time can tell whether or not these are precursors to similar-scale influxes of newer players moving into the future or if they are only bouts; until then, it would be foresightless—and unnecessarily dissipitative to our resources—to invest into another server when we can't foreknow if that monetary investment will hold its weight in the long haul.

     

    Anything can happen over time with the current excess of players; many are bound to end up either quitting, going inactive or banned. It is more implausible, however, to suggest that we'll have similar surges of newer players, because the recent ones we have were more of a product of temporary LPers—most of which have decentered PRO and moved on to another project—than they were of any permanent promotional agent. The amount quitting or decelerating their activity may very well outnumber the amount joining under normal circumstances; we just need time to haul on to prove if those circumstances are normalizing, or if we are looking at a steepened standard of normality with our regular playerbase.

     

    Long story short is that it would be imprudent to use extraordinary circumstances in the short term to dictate extraordinary changes to a long-term system. If we are to integrate a tertiary server in Green (conjectural name) in our game-server network, it'll be preceded by not just the financial quantum needed to pay for it; it will also require a critical analysis among the staff to decide if it's investment-worthy, and it's much too early to make that decision regardless of our financial standpoint.

    125131 why dont they just increase the cap. on both servers?

     

    Not going to happen anytime soon, and it'd undermine the biggest purpose of having multiple servers to begin with: divvying up the bandwidth usage on each one. At some point, an unwieldy amount of players will exhaust the limited amount of bandwidth allotted to each server in addition to overcongesting the limited amount of space there is with the in-game maps—to the point where the game may be rendered unplayable.

     

    We had a steeper server cap previously as a stopgap solution for housing more players, but it posed a slippery slope (as mentioned above) that we do not want to take a risk with regularly. We'll take a stable game to cater to those on the seemingly finite server capacities over an unstable game with more server slots any day.

  5. Hello.

     

    Thank you for dutifully reporting what you feel is a bug, but I can assure you that there are no dysfunctionalities with this script; there are just some misunderstandings that need dispelling.

     

    This is not to be used as a gimme registrant for seen-data entries of these Legendary Pokemon; rather, it is used as a recovery aid in case one has otherwise-irrecoverably lost the seen-data entries for these elusive Pokemon. Due to the possibility of control-flow asynchronies—for example, a rollback transpiring whereby the "battle completions" of these Legendary Pokemon are saved but not the Pokedex entries—I created this script to ascertain that the Legendary Pokemon's seen-data entries were lost and battled before recovering them.

     

    Topic locked, as it is a user-end misunderstanding and not a bug. :Grin: If there is a misunderstanding on my part or further information about the suspected bug that was not added or clarified, feel free to PM me to unlock it or respond to the expansionary report.

  6. Re: Celdadon Daily Quest Guide

     

    <r>To those of you task-goers who have been accumulatively completing these tasks on an everyday basis since their inception, a new reward will be unveiled very soon while the first wave of players reach the milestone; I'll give that much of an overture. Looking forward to seeing the first batch very soon. <E>:y:</E></r>

  7. Thank you for dutifully reporting, but I assure you this is not an NPC-specific bug; it is a systemic issue, and it has been moved to this section reflectively.

     

    The issue can be chalked up to a bandwidth scarcity we've had recently; with scanty amounts of bandwith to dole around, it was unable to allocate enough bandwidth to parse all the NPC scripts, so the script-parser eventually aborted it and resulted in this deadlock. Unfortunately, nothing can be done gameplay-wise to rectify the issue, but we hope to mitigate this oft-looming possibility with the advent of our Blue server—an additional game-server that we hope will alleviate the excess of bandwidth as it houses more players and divides the traffic.

     

    Topic locked, as it is an irresolvable problem on the platform of gameplay development but one that is explainedly being alleviated with our new server.

  8. If you are unable to defeat Sabrina, you have already obtained the Marsh Badge; I can attest that by the fact that the script checks for your contingent badge possession before rejecting the rechallenge attempt. There is no issue in that regard; it's just that there are other hurdles for you to traverse before you're ready to challenge Cinnabar Island Gym.

     

    Your next step is procuring the Cinnabar Gym key; you can do so by hunting for it within Cinnabar Island Mansion.

     

    Topic locked, as it is a user-end misunderstanding and not a bug. If you have any disagreements with this action or further issues, please PM me or post another thread in the General Support or Bug Resolution Center depending on whether or not is a query or a verified bug.

  9. Currently, the move-relearner only pools in moves that the Pokemon selectee satisfied the level-up threshold for; for some Pokemon—namely stone-evolved ones—that's exclusionary to their pre-evolutions moves by virtue of the fact that their level-up learnsets differ. Most stone-evolved Pokemon are confined to a smattering of instinctual moves, while it does not inherit most level-up moves from its previous stage.

     

    We hope to augment the move-relearner in the future with a move-inheritor that affords these Pokemon all their pre-evolution's level-up moves. There's always a trade-off for evolving Pokemon prematurely—and in this case, you may see that represented with a steepened cost for inheriting those moves—but we don't feel that it should be a deadlocking one—not one that's preclusive of learning these moves altogether.

     

    For now, however, you will just need to be more judicious in when you decide to evolve the stone-evolved bevy of Pokemon—that is, once you've culled all the level-up moves from its pre-evolution that you want—in addition to contextualizing this limitation to their movesets when trading for them. As a makeshift solution, I can only suggest that you glean your desired moves from TMs, move-tutors and egg-inheritable moves, as you'll find some effective substitutes for the now-unlearnable moves you're missing.

  10. 103062 Couldn't it be argued that paying a fee to grind EVs is a bit of a redundant difficulty factor? Honestly I was unaware that there was a section already made for streamlining the training, but that's likely also because I only worried about paying a fee to enter so I could clear main game content. When I searched for EV training in Pro all that came up was random-mon hotspots where you could find most pokemon of a certain EV type in each area. The area likely in disuse because of the dual-cost of time+money if I had to take a guess, when one can peruse the world for free (or for monetary gain from battling random mons) and then the only cost is time.

     

    Thank you for your feedback.

     

    The problem with dissolving the fee, however, is that the effort wald is used primarily as a convenience area. The purpose of convenience areas is to accelerate a task that may take longer otherwise in a natural environment; as that saves one dimension of investments in time, it usually isn't much of a stretch to have some stipulation in charging resources or requiring other caveats to have access to the facilitatory resource—a monetary cost, in this case.

     

    It indeed isn't the only EV-training area—or even the only prosperable one—but it is one of the few areas (barring the Diglett's Cave for Speed EVs, mostly) that is unadulterated in the EV-yield brackets of its inhabitants and it is designed to save time as such. When users appraise the cost-worthwhileness behind these services, they interbalance the cost and time it takes, but it doesn't even seem to be examined and judged as such here; rather, it seems to be overlooked.

     

    It really is not until players try to jump into the PvP scene or prepare for boss battles that they really take a more meticulous approach towards EV-training. It's why I restricted the area to 8 badges, and it is also why I believe the cost is a negligible issue in the grander scheme since players will be collecting Pokemoney more prolifically with access to higher-training areas; otherwise, I feel that it is hair-splitting to invest time into EV-training when it simply boils down to well-constructed teams (type-wise) to steamroll through the gyms.

     

    The price can continually be re-examined, but I think the bigger issue is convincing the players to invest in it to begin with. It seems that many are too reluctant to even try out the area beforehand because they are skeptical about whether the cost is worthwhile or not; as such, they become quick to discard the effort wald out of consideration and find cost-free EV-training hot spots.

     

    To help get their feet in the door, would it help if the area was made free to access once per day with them having to pay for any subsequent trips for the rest of the day? Some things are learned best through experience, and it may take these once-daily freebies for that experience to be established before they can properly evaluate whether it is worthwhile or not.

  11. Regarding a more fine-grained EV-training area: I should note that we do have the Safari Effort Wald, which is an augmentation to the safari zone that's tailored towards streamlined EV-training. For 5k (upon obtaining your 8th badeg), you'll have a 20-minute session in the Safari Effort Wald—a bi-divisional area that sectionalizes its Pokemon based on its EV yield.

     

    Despite price cuts and harvestable EV-reducing berries (which respawn once-daily) in the area, however, it's reportedly remained in disuse and doesn't even seem to be an afterthought when it pertains to the most popular EV-training areas. It doesn't seem be due to user discontentment with the area, either; rather, it seems to be widely unknown.

     

    If there is anything that can be done to improve the serviceability of this resource or to make it well-known, I would be interested in discussing it, because I will preface it on stressing that this will likely be as close to an EV-training site as we'll have for this purpose.

  12. As explained, the Porygon-giver in Cinnabar Island Lab has been reworked.

     

    It no longer directly rewards a Porygon; rather, it rewards a Silver Disc that you must take to Davis in the rightmost room of the lab for him to computerize it in your Pokeball. It's a paradigmatic shift we made to help pluralize Porygon's obtainability, as this item is now rewarded elsewhere to make the Pokemon reproducibly obtainable.

  13. Retconning this topic for a developmental update on this.

     

    We have hit the drawing board to concretize some daily-log-in incentive similar to this, and you'll find it in a previously empty house in Kanto effective next reboot. Consider this the official announcement, and happy hunting. ;)

  14. Re: Download the game & Update Logs

     

    <r><QUOTE author="Shane"><s>

    </s><POST content="96684"><s></s>96684<e></e></POST><br/>

    - TM111 Will-O-Wisp is now available<br/>

    - TM54 Calm Mind is now available<br/>

    - TM75 Swords Dance is now available<br/>

    - TM69 Roost is now available<br/>

    - TM81 Brick Break is now available<br/>

    - TM96 Thief is now available

    <e>

    </e></QUOTE>

     

    As this patch note has been miscommunicative to some players, I'd like to clarify to all players that these TMs are <I><s></s>not<e></e></I> obtainable at this time.<br/>

    <br/>

    There is a fundamental difference between releasability and obtainability; Shane made the former possibly by database-mapping in these TMs, but that is only one disjunct step before they are actually added in-game. It is still incumbent on us in the content-development team to plug them in, and it's not always an instantaneous process since we want to brainstorm good PvP-oriented outlets to add them in—challenges that these commodities tend to be invaluable resources for, which sometimes transcend the "pay x amount of Pokedollars for this item" paradigm.<br/>

    <br/>

    It is one of our content-development priorities to usher them in-game soon, and we will try to keep you in the loop as we do so. Meanwhile, I just hope it's well-clarified that these are not available yet, as there is a difference between releasability and obtainability that's understandably been perceptually blurred to some.<br/>

    <br/>

    EDIT: They are now available; refer to: <URL url="https://pokemonrevolution.net/forum/viewtopic.php?f=89&t=3669"><LINK_TEXT text="https://pokemonrevolution.net/Fo ... =89&t=3669">https://pokemonrevolution.net/forum/viewtopic.php?f=89&t=3669</LINK_TEXT></URL></r>

    • Like 1
  15. Thank you for propounding this suggestion and feedback, but I should contextualize what no one is considering yet: there will be no insubstantial need to donate for them long term for those who really need it.

     

    Firstly, unlike most facilitatory items, these are tradeable; that not only gives an alternative avenue for obtaining it, but it also gives a cheapening avenue long-term when you think about it.

     

    It must be put into perspective that these items are not expendable; they are retainable Key Items which—unless custodially locked in a banned or inactive account—will stack accumulatively in the economy over time as players try to commercialize off of these commodities.. As the supply-demand parameters dictate, the Pokemoney prices for these items are naturally bound to decrease over time, since there will be a steady increase in supply over time wherein anyone in the norm of the economy can afford it.

     

    Thank you for your feedback, but it must be understood why it would be a bit imprudent to cheapen the cost at this time. This is the honeymoon period for it on the Coin Shop demand-wise, and it would be foolish to compromise it over a short-term problem when a long-term solution—one that favors consumers more than anything else—is already in the wings; it only requires that time hauls on before it materializes.

  16. It's not just the 150-Happiness baseline that needs to be satisfied; it also imposes a badge requirement, and you will not be able to access any Kanto and Johto Headbuttable trees without procuring the Boulder Badge and Zephyre Badge, respectively. The reaction is just dialogically identical to that of the Happiness shortfall.

     

    Locked under the conclusory presumption that the user has not satisfied the badge requirement at the juncture of this post.

  17. Firstly, many are not contextualizing the diminishing-returns effect of the queue—how more vacancies will open up as more players are afforded the opportunity to player sooner with this queuing system than before.

     

    Much of the queue has been congestively overfilled because there's been a myriad of players awaiting their chance to play the game, which many have been inhibited from while there was no queue to streamline their work in logging in; many of them are now the beneficiaries of this queuing system, as they're being afforded a chance to play the game earlier otherwise. The more that can play, the more players there will be that lessen their activity after the first-time crazes of the game, which should open up more vacancies.

     

    With long-term solutions, it's only fitting for time to haul on before we can judge how truly efficacious it is. Due to the outlook explained, the long-term solution may already be in-place; it just needs to work in conjunction with the passage of time before we can truly know how well it shakes out.

     

    Unfortunately, quantitative solutions—namely expanding the server, which is still a popular suggestion—are inherently finite; at some point, the server will be too lag- and crash-susceptible with too many players online, as there's only a limited amount of maps waiting to be congested. We would like to branch off an alternative server as a vessel to house more players eventually, but we can not steepen up the current server cap much more before it starts to be counterproductive against the goal of lending more players the opportunity to play, as it would be causative of more crashes sooner or later.

     

    Now, can the current queuing system be refined? Perhaps; there are always compromises to be found for polarizing issues. However, this queuing system has been in such popular demand that no happy medium will be devoid of it.

     

    If you wish improvement for it, I would advise to find the healthier shade of grey in refining this queueing system without suggesting the stark black zone in removing it; no healthier compromise will be found from the latter, but it's sadly as terse as some of the suggestions have been so far.

  18. Only a select bevy of Mounts are tradeable at this time—namely the Lapras and Arcanine Mounts.

     

    For PRO's more indirect means of item-trading, you will know whether or not an item is tradeable based on its holdability; if you can not hold an item, it is not tradeable, as the Held Item-equipping Pokemon are needed as vehicles to trade the item. Mounts are markedly labeled as "tradeable" if that is the case, but the most straightforward way of ascertaining it for mounts you already have is by trying to equip it to your Pokemon.

  19. We do plan to have egg-inherited move-tutors, but we plan to do so without all the ramifications of breeding.

     

    In PRO, the tutee will be able to learn a move upon selecting two parental Pokemon; if those Pokemon are intersexual and the correct parental combination for their compatible move, the move will be made learnable to them.

     

    These will be predominantly learnable through a PRO-unique daycaring system, which will require points to redeem for the tutorship of these moves—points that are earnable through this task system.

     

    While we can not quantify any ETA on the implementation of the daycaring system and the availability of these moves, this should assure you enough that we plan to have them available and completely discrete from all the harmful aftereffects of Pokemon reproducibility.

  20. Whenever increasing one number or resource, the law of diminishing returns must be considered; in this case, we must remain conscious as to how many users the server capacity can accommodate for while running efficiently. With too many users online, it will only become more crash-susceptible - especially as it broadens up the window for maps to become over-congested, as the user count becomes disproportionate to the amount of popular maps - and as such, it's one drawback that everyone must consider when putting the grand scheme into perspective.

     

    As it pertains to the server cap, this may be as high as it is increased moving into the future for those exact reasons. Rather than artificially "improving" the issue it by steepening it up any further behind the 1800-user mark, which would cause more problems when all the pros and cons interbalance, you should expect a queuing system as a regulator (as alluded to earlier) before we seriously re-evaluate increasing the cap; even then, we will need to branch out an alternative server as new vessel for more players, as increasing the server cap anymore will likely flirt with a glaringly crash-prone threshold of the user count.

     

    We appreciate your concerns, and we are not disagreeing with the need to rectify the issue; I think most of us can agree that the server cap is insufficient for the current popularity of the game. The real dissension is to the means of mitigating the issue, and thus it's in your best collective interest to take your crosshairs off of suggesting any increases to the current cap while we're looking into other solutions.

  21. Hi.

     

    Are you unable to enter the Ballroom when speaking to the entryway guard?

     

    To dispel a potential misconception, I should note that no tangible form of the ticket exists, as it is not added into your inventory; rather, it is a data flag registered on your account that the script's evaluators check for when speaking to the NPC. If you have delivered the requisite ingredients to Pharmacist Jenson in the right-most room on the second floor, a variable should be registered on your account to permit entry into the Ballroom; if not, I will need to check your account's quest-specific variables to see whether or not it is registered or if there is a potential disorder in the control flow of the quest.

  22. Fennekin is currently not huntable in the wild.

     

    The genesis for the Fennekin you see in-game now is this year's Halloween Event; it was made huntable in the domain of that even'ts area, and a wealth of remnants of the sixth-generation Fire-type starter remain in circulation to this date. It has not been catchable anywhere ever since the event has concluded, however, and thus it remains strictly obtainable through trade at this present time.

     

    The door is always open for it to reprise itself in temporary events where thematically suitable, but the regularity to its obtainability will always be limited until its native region in Kalos is in-place.

  23. I should note that the Aerodactylite has been suspended for now.

     

    It's primarily because while the Mega Stone mechanics remain to be implemented, it is time to whittle out the distributability of the item; that is why the Mega Stone-distributor in Professor Oak's lab has been revoked as well, and it's a stance that must carry over to any agentially similar NPCs. These functionless items are too often used as instruments for false-advertisement scams, and thus the doors must be closed for such wiles--especially since the doors have yet to even open for the usage we intend to have programmed for then eventually.

     

    The Aerodactylite will be reinstated as a prize and made claimable to the quest's currently unrewarded completes once Mega Evolutions themselves are programmed in, and the other rewards in this multi-tier prize system--mainly the Ancient Power move-tutor--will remain intact for now, but the Mega Stone is needfully suspended for now; do not be surprised to see it happen for other Mega Stone-distributors soon, too.

  24. Thank you for dutifully reporting, but I assure you that this is intended for now; it is not fully serviceable yet because it is not ready to be yet—not without its associated quest. This Lance NPC was prematurely smashed in the game as one of the centerpieces for a new quest, but that new quest has not been cohered to this NPC yet; and while we acknowledge the fixes needed to be made for them, we have eschewed adding it for now until it's ready to play its role in the forthcoming quest.

     

    A fix is already in the wings for it, and it will come to fruition with due course, but it will not be ready until the entire package is as well.

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