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Naero

Former Staff
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Posts posted by Naero

  1. Thank you for your suggestions. While many of these are planned, discussions and player feedback are always instrumental to refining them while the final product isn't finished. :)

     

    As an impartial agenda exists for the implementation of each Pokemon, Legendary Pokemon will not be omitted as well once all the inclusionary schemes have been concocted for them; it's just that rather than hastening in the implementation of Legendary Pokemon, which would deviate away for Pokemon lore and potentially disbalance the economy, we will treat Legendary Pokemon content-sensitively. We must always consider the proportionality of how well the degree of difficulty behind a hurdle fits how rewardful the Pokemon is, and as Arnie mentioned, Legendary Pokemon are in their own stratosphere; therefore, it will not be merely a cursory discussion to implement Legendary Pokemon, but we have been making strides with it.

     

    Regarding the PvP-ranking suggestion: we have dabbled around discussions a while ago to implement a feature that would let players control their own battle-mode conditions and requisites, as well as the optionability to disable ranking modes; while we have not yet consummated it with a deep furtherance of the discussion, the consensus has been established for the general direction of such a feature. It has undoubtedly put on the back-burner for now while we are focused primarily on release-essential features meanwhile, but you can expect a discussion of it to be rekindled among the staff when we are ready to focus on the inessential but demand-popular features—which this most likely will be among other players too. :)

     

    Legendary Pokemon are unlikely to be categorically banned from ranked matches, but the optionability will be there. We as staff generally try to eschew setting regulatory rules and standards over PvP matches, as we would prefer that players culturalize their own PvP customs rather than staff being a be-all, end-all factor in them; that is why optionability—including for filtering out Legendary Pokemon in matches—is likely to remain in place, as there are some players who would relish the opportunity to deploy Legendary Pokemon in battles—especially for inter-legendary battles, for when enough Legendary Pokemon have been distributed in the economy.

  2. hi, i wanted to suggest to make the server max instead of 65 to make it something like 100 cause its a little bit annoying to just stand there spamming the login button until you finally get in.......

    The server max should actually be dropped down to 50. The problem is right now we are in testing phase, and if there are 65 people logged in, I would be my last dollar there are no more than 10 of those players actually reporting errors. There are too many casual players right now.

     

    To expand, it should also be contextualized that we are running on a low-quality VPS server; that means that the PRO server-end application is being hosted on a partition of a shared physical server, which always runs an onerous amount of traffic. Due to that environment, we need to take a conservative approach with how many players can be housed--especially while we are limited on the amount of bandwidth that can be used in our monthly quota.

     

    If more playtesting manpower is promptingly needed, we may re-evaluate the server cap and bump it up slightly; otherwise, the only increase that can be expected is when the game is (expectantly) released later this month, whereby an upgraded host should be assuredly in place. For now, the goal is to have enough playtesting contributors in place for this intensive stretch of playtesting and to maintain a stable environment (server-hosting-wise) not to accumulate an active-player base at the likely expense of that, and we do not feel glaringly short-handed in that regard.

  3. hi, i wanted to suggest to make the server max instead of 65 to make it something like 100 cause its a little bit annoying to just stand there spamming the login button until you finally get in.......

    The server max should actually be dropped down to 50. The problem is right now we are in testing phase, and if there are 65 people logged in, I would be my last dollar there are no more than 10 of those players actually reporting errors. There are too many casual players right now.

     

    To expand, it should also be contextualized that we are running on a low-quality VPS server; that means that the PRO server-end application is being hosted on a partition of a shared physical server, which always runs an onerous amount of traffic. Due to that environment, we need to take a conservative approach with how many players can be housed--especially while we are limited on the amount of bandwidth that can be used in our monthly quota.

     

    If more playtesting manpower is promptingly needed, we may re-evaluate the server cap and bump it up slightly; otherwise, the only increase that can be expected is when the game is (expectantly) released later this month, whereby an upgraded host should be assuredly in place. For now, the goal is to have enough playtesting personnel in place for this intensive stretch of playtesting, not to accumulate an active-player base, and we do not feel glaringly short-handed in that regard.

  4. -snIp-

     

    Blackthorn City Dragons Club 3F

    Head Recruiter

    He says "We are looking to special trainers to join our club"

    It should be "we are looking for special trainers to join our club"

     

    -snip-

     

    -snip-

     

    All have been correctively revised.

    First of all, Royal is doing an excellent job with his reports.

     

    I do want to add one other thing.

     

    5

    ZGDvslo.png

     

    You can't use a comma in this way.

     

    Two choices:

    1. "I came to visit Brock. He is an old friend of mine."

    The original dialogue is actually two sentences. Exchange the comma for a period.

     

    Orrrrrrrrrrrr...

     

    2. "I came to visit Brock, an old friend of mine."

    You can keep the comma by removing "he is." This suggestion turns the phrase "an old friend of mine" into an appositive.

     

     

    Either way is correct. <3

     

    Or the third choice (which I elected to myself): using a semicolon to joint the joint the two conjunction-less main clauses together—"I came to visit Brock; he is an old friend of mine."

     

    While the semicolon is not wholly standardized among English-speakers—native ones included—and thus its role is blurred to many, it is still too often omitted from many cases where it would be systematically correct to use. Too often are commas used to connect two main clauses that are not linked by a conjunction; in those cases, one should entertain whether or not the two main clauses are interrelated enough that a semicolon should connect them.

    [image]dsadsad.png

    image uploader[/image]

     

    went trough NPC like a ghost. route 1

     

    This issue is occurrent whenever you are moving through an NPC that is transplaced on another tile. While the NPC is transitioning through the tiles, the map technically has yet to register its placement on any tile; due to that, the tile fails to detect its collision when walking on it.

     

    If this would be fix-worthy, it would fall under client bugs rather than NPC scripts, as it's a systemic issue more so than an NPC-specific one.

    i come from cinnabar and the game dont let me proceed, first event, no eeve there, then i entered a house and bam with was there outside wad to battle again.

     

    wut.jpg

     

    @Gedang cant proceed to route 1 from pallet town.. after i hve my 7th badge, i am bout to get my 8th badge... but icant go to route 1.. there is text message just like the 1st time i come to pallet town.. i wonder whats with the eevee Delete

     

    Converted from Bug Tracker to forum post by @Red

     

    I have sweepingly amended all TileScripts in Pallet Town to check for the correct variable.

    Not entirely sure if scripting or map...

    None of the entrances in orange island is working, including pokecenter and the cave.

     

    The mapwork has yet to be compelted for the Orange Island interiors, I believe; until it is, the maps will not be interlinked from the exterior map, as it would be a dead-ended outlet anyway.

    @Wrguide I have defeated Giovanni and Erika (Celadon City), I picked Silph Scope and Eevee (Rocket Base - Casino) and I cant enter to the pkms tower (Lavender town) Delete

     

    Converted from Bug Tracker to forum post by @Red

     

    The entryway TileScript should now properly check for the quest-completing variable to permit entry.

    @Creepertnt i met professor oak and got my poke and when i tryed to get my pokedex i dcd, i came back and now i cant grap the pokedex or leave the building

     

    Converted from Bug Tracker to forum post by @Red

     

    I have re-chronologized the logic to the script to ensure that the variable registered—the one that is preclusive of triggering the same bank of coding and dialogue from Oak—is registered concurrently to obtaining the PokeDex, so this should no longer be an issue.

     

    On behalf of PRO's staff, I would like to thank you all for your keen-eyed and meticulous testwork. :)

     

    Your sweeping efforts are helping us expedite the releasability to this long-anticipated game. Be it for mundanities, such as typos or misused/omitted punctuation in dialogues, or for logic errors, such as actual bugs and misbehavior in the scripts, they all are essential for the blemishless standards we hold for scriptwork. you have made just as much effort, if not more, than the staff has in fixing these issues that you have scrutinously encountered.

  5. @cougan Thank you for your reports. The initial one has been looked into and amended accordingly.

     

    Regarding the missing helpers: this is a region-wide problem with Johto's gyms, and I would like to lump them together in the same batch of fixes soon. Do remember that these NPCs are not merely informational; they are also agents for rewarding moves upon defeating the gym-leader—namely gym-type-respective TMs—and that is another facet of their functionality that I would look to coalesce when they are to be added.

     

    After due time of deliberation with the rest of the staff to help determine which TMs or tutor-taught moves to reward for each Johto gym, I will hope to finalize the scriptwork for them soon.

  6. I'll address mainly Egg Move Tutors, as their implementation is to be procured specifically from my domain of scriptwork, and I have already envisaged plans for it that are still in their incipience.

     

    While the procreative aspect of Pokemon-breeding is obviously not manageable here, as your post has appearingly acknowledged, the breeding system from the handheld games is still the originator of many desirable features; those include hereditary acquistions, such as egg-inherited moves, and baby Pokemon. Rather than lumping together the negatives of the system (its cancerous effect on the economy) and positives (egg moves, Pokemon eggs, and so on), it has been the goal of my daycaring system to proffer the opportunity to obtain those positives aspects discretely without implementing a breeding system.

     

    Pokemon Eggs have already been made obtainable through my system; it is egg-inherited moves that remains to be added but has been etched on the to-do list for the same system. For variable amount of points, which can be obtained by completing tasks at the center, a select pool of Egg Moves will be learnable.

     

    Various outlets, including my daycaring system, are available for Move Tutors, but challenges (not just tasks) are still to be expected for the learnability of these moves. Egg Moves have their own distinction from other archetypal pools of technique-learning; as such, the prerequisites of learning them will be met with their own hurdles—not just the point costs for particularly those made available in the daycare center, but also using the parental Pokemon to help teach the moves.

     

    I am hoping to implement these soon with more objects plugged into the current scripting system; however, as we're in the final stage of intensive playtesting, there shouldn't be anticipatory expectations for new major content updates anytime soon while we are mainly focused on bug-testing and -fixing potential flaws that do exist now—specifically with the already-in-place content that we would like playtesters to give one last sweep-through of before adding in new content that'd need to be re-tested.

  7. When going through the center tiles, the rival fight is compulsory, but it can be avoided if you walk on the edges. I seriously hope you don't make it a necessity to fight Jackson before we can train our Poke up some though :angel:

     

    Center tile walk image:

     

    CEqktNn.png

     

     

     

    Walking from the sides:

     

    sE9sqDu.png

     

    Thank you for reporting the issue. However, the circumvention of this barricade of TileScripts is not the problem; the fact that a workaround is even needed to bypass it is.

     

    As one of the many ideological changes in refining the Pokemon franchise for an MMO complexion includes exploratory freedom, our parameters for content creation have included minimizing the compulsory content to pave the way for players to insta-explore more areas; this barricade of TileScripts curtails that freedom, and it only becomes aggravatingly problematic when players lack access to wild-Pokemon for Pokemon-training hotbeds.

     

    The consensus among staff is that it should not be in place for that exact rationale, and it was removed after initially being added, but it was inexplicably re-added within recent updates.

     

    Effective next reboot, it should now be removed—and hopefully to its finality.

  8. When I did daycaring job, I tried to report that my pokemon was gone.

    Then, the npc asked me to pay 100k because of it.

    When I paid 100k, an error showed up.

    However, it worked, but just showed error.

    NB : option "No" also has the same error

     

    https://i.imgur.com/yWaEjqP.png?1

     

    Thank you for reporting. :)

     

    As the nest of coding used for this was congested with an inordinate amount of layers, the server was over-taxed when reading through it and thus misread the function; that's oftentimes the cause for this error. It should be fixed effective next update; if not, I will be among the first to notice it and once again restucture it for a more surefire fix.

  9. Due to the 65-user count that's currently delimited, the server is currently brimming with attempted players; therefore, many are vying to jump into a server vacancy, and it may take a while before you avail from one as well.

     

    As we are running a low-quality VPS—never the most technically accommodating server compared to a dedicated physical server—we need to take a bandwidth-conservative approach while we are in the playtesting stage; as such, the user cap had to be reduced to throttle the consumptive amount of bandwidth and resources that were being used by a larger-scale server capacity. While this isn't a capacious amount for the full-scale playerbase that we would like to accommodate for one day, we are not in a position to put chief emphasis on that as much as the amount we need to playtest enough breadth to the game while also maintaining efficient performance.

     

    The server cap will lift and have ample vacancies post-release that this should rarely be problematic; until then, we may re-evaluate the perfromance of the server under the current server capacity and bump it up marginally before the release, but there is no guarantee other than that it'll be an evaluated possibility.

     

    Apologies for any inconveniences meanwhile.

  10. As it's a popular matrix for acquainting more real-world transparence with the rest of the community, I expected this topic to be posted sooner or later. :P

     

    My patented "White Tupac" visage (a throwback picture; it was taken in 2011—at age 19):

     

    Tt1Mgxt.png

     

     

    A far more up-to-date, headwear-less picture:

     

    7fWQegm.png

     

    Turn that frown upside down! :D

     

    That picture was not expressionally reflective of my mood at the juncture; I am just inexpressive of my emotions in general, and thus I was emotionally intransparent in that instance too. :P Due to that indisposition, however, it oftentimes does appear as if a frown is etched on my face—regardless of my current mood. :Sealed:

  11. As it's a popular matrix for acquainting more real-world transparence with the rest of the community, I expected this topic to be posted sooner or later. :P

     

    My patented "White Tupac" visage (a throwback picture; it was taken in 2011—at age 19):

     

    Tt1Mgxt.png

     

     

    A far more up-to-date, headwear-less picture:

     

    7fWQegm.png

     

  12. There was another database-wide wipe recently; as such, all contents housed by each account have purged concurrently.

     

    While we are still in the playtesting stage, there should be reasonable and well-aware expectance of these wipes, as we will need to purge contents that may have been illicitly or otherwise-umstandardly obtained in the unrefined state im playtesting, in addition to forcing players to sweepingly travel anew to explore new content additions that may have been implemented in the courseplay.

     

    As we are nearing the cusp for the game's releasability, at least a few more wipes will be occurrent, including the penultimate one before transitioning into the stage of full playability; after then, no more wipes should occur.

  13. The thing is with the whole mass account creating, devs can probably check IPs of every registered account and ban their IP. That will probably stop anybody doing it.

     

    It must also be considered whether or not the user is on a shared network, however--a la family members and/or live-ins playing on the same Internet.

     

    Moreover, in some cases, it would be far more efficient and trouble-saving to take a proactive countermeasure (preventing the issue) rather than a reactive one (banning those after they already did the misdeed, while they might have already impacted the economy). When it's feasible to have a system in place to prevent an issue indiscriminately while also not abridging one's reasonable freedom in a game, proactive solutions, such as precluding starter-farming, are optimal to look into first.

  14. As I may have initially misexplained the proposition of an IV-randomizer, I would like to note that it's not intended to be used as an all-compatible script for indiscriminate breeds of Pokemon to access. I would filter it strictly for Pokemon from the starter-Pokemon subsets, and I would compound it with a check for a data flag to ensure that it is the Pokemon they selected in the lab; in other words, its purpose would be confined strictly to giving players a one-off roll at randomizing their Pokemon's IVs to deviate away from the (hypothetical) sweeping 15-IV standing of starter Pokemon.

     

    With equal-footed IVs, starter Pokemon would be neighbored strictly into their own, single tier when it pertains to statistical variants; that isn't healthy for any competitive economy where it's constitued by tiers to give a richer opportunity of purchase. Yes, starter Pokemon are also available in the wild; but by virtue of their rarity, most starter Pokemon derive from the lab, and it would be impractical to ignore the main body of supply when making such a decision.

     

    I do want to note that this proposition is still tentative; it is merely a potential direction to go in for a a compromise to interbalances both countermeasures against starter Pokemon and shuffling them out of the neighborhood of equal-footed IVs, but I at least want to make the suggestion fairly articulate for the best clarity when providing feedback on it.

    About the IV Randomizer it might be a helpfull thing in the game to keep the pokedollars in check.

    Let it cost pokedollars so there wont be an overflow on pokedollars ingame.

     

    Thank you for your feedback, but suggesting it primarily as a money sinkhole is rather immaterial and simplistic causality.

     

    When it pertains to money sinkholes, they are not as single-faceted as simply taxing away money; it involves making resources and services available, which in themselves will make its own splash on the fluidity of the game--a good or bad effect on it, depending on what we make available.

     

    Yes, we do want money sinkholes, but it is to a byproduct of resources and services that have a sensible place in the game; that is limitless with what can be added to purge pokemoney, and it can easily be imprudent to add in setting when its primary and perhaps sole purpose is just to counterbalance excessive pokemoney in circulation.

  15. I think I'm one of the referents of your OP that'd be the most pre-familiarized with the alluded-to game. ;) Looks like another throwback from my tenure in their staff...

     

    Sadly, I have lost similar ambition for POL; it's why in sprite of multiple drop-ins, I've mostly decentered from it and invested my hobbyism elsewhere. My experience in POL has helped, and I still venerate the staff I worked with on there, but it is hard to maintain a passion for the project when it feels that contributions are untapped—that is, remaining out of fruition and without opening any prominent door for other contributors to join, due to being left in the dark as other Pokemon MMOs are on the rise.

     

    I can accept the long-length process it takes to develop a Pokemon MMO—as productionally viable as this has, it has been a growing pain as well as we await its near-ready release—but I could not accept plateauing that development. When initially committing to it, I expected a similar growing pain, but I did not expect it to remain as a WIP long enough for the transphasic change in staff growing into more mature, more responsible stages of their life and thus having less time to work on it; that is a dynamic that every indie-MMO staff culture is subjected to, but in POL's case, it is more uphill to replace it with fresher blood when little comes to fruition to upstage its reputation to the Pokemon-MMO psychograph of the internet.

     

    Before making my final leave from POL, it was near the time when its lead-programmer stepped down and ceded the department to others. I've entertained the possibility of merging with another Pokemon MMO; while it was rejected and likely will not seriously be entertained, this was the Pokemon MMO I have mentioned, and it has been the one I've latched my hobbyism onto in what limited spare time I have nowadays (compared to the unemploymenthood in my younger ages while POL was my go-to Pokemon-MMO project. :P).

     

    Glad to see that some of the POL throwbacks, such as yourself and FBlaster, have found their way here as well!

    Yes indeed, FBlaster was the staff from POL that migrated over here

    ur a bit slow Gawerty :P

     

    he passed his apprentiship phase nearly a week ago :p

    Well that's good that he's already finished with his apprenticeship. He's really good at graphic arts. He's also the one who inspired me to come over and check things out. He can be very... persuasive... :)

     

    So what is this apprenticeship thing?

     

    It is our take on a traineeship, which I don't believe POL has ever instituted. It analogous to an internship or traineeship at real-world jobs; it is a transitional stage used to acquaint the full-fledged staff members with the prospective staff member, in addition running one through the learning curve for being properly applicative of their skills and talents growing into the staff organization. Due to the trust-sensitive QA and confidentiality there is with staffship, it is compulsory that any prospective staff members run through this phase before they are allowed to contribute in the capacity of a full-fledged staff and representative of the project.

  16. Equalizing Pokemon IVs is actually a point of discussion I've dived into a while back, and I feel that it is necessitated by the contingency of starter-farming, which would be needfully precluded by this suggestion. I would be more than willing to do this, and I would be one function request away from putting it into motion (scripters lack control over IVs due to the lack of access to the raw database; we are confined to what functions we have to work with for data manipulation and modification in that regard).

     

    As starter Pokemon may be used competitively depending on what the PvP culture totes, however, some will want to disbalance the parity by taking chances for higher-IV starter Pokemon; as such, I am curious to ask if players would be in favor of an IV-randomizer later, which would give a one-off chance to generate a new permutation of Pokemon IVs? Starter Pokemon may be a sparse source elsewhere other than the introductory selection of them, and while there are obvious risks to come with this (having even lower IVs on-average), it is a compromise worth entertaining when some's desire for the reward (better IVs) may outbalance the risk.

     

    If an IV-randomizer is to be added soon, which will be possible with the same function that allows scipters to sweepingly register Pokemon IVs at 15, I should also note that I am leaning towards making it accessible no sooner than after all gyms are completed. While it does open the door for starter-farming, it can still be curtailed and disincentivized greatly by forcing players to travel through thick layers of PvE content before it is accessible.

  17. Regarding the Pokemart-stationed item-buyers: I honestly would be in favor of adding in item-buyers from Pokemarts—especially as we upsize a wider, more concentrated item-distribution source—from NPCs, ground lootables, and so forth—around the map, as rewards should eventually be in place as we upscale the amount of items available via looting.

     

    Meanwhile, however, I've put it on the back-burner until I can see how the economy shakes out post-release before adding in a potentially inflationary feature; only hindsight can illuminate that vividly enough, while foresight remains too blurry. As this will introduce a new moneymaking method in the game while uncertain as to how it may or may not outbalance the amount of money sinkholes in place, it can be potentially inflationary if not enough Pokemoney is purged. Yes, I may be making do with assumptive conjecture here; but when having to make do with it, I would prefer to be more on the disinflationary end than the inflationary end, as the the former is more well-poised for the economy in the long-term.

     

    For a more topical response: as others have stated, we already have item-buyers in place for the junky, functionless items; refer to the Route 24 or Goldenrod Tunnel item maniacs. Yes, this does't fulfill the bartering system that has been proposed, but such a system—while giving an iinteresting, decentralistic twist on exchanging resources for rewards—will take more time to think out of before it's well-structured; meanwhile, I am hoping the item manics can serve as a makeshift solution for junk items.

     

    If you have anymore items to suggest being added, however, I would advise posting them here; I will use the feedback to look into potentially expanding the item manics soon, especially as new, potentially "useless" items are added that may only become afterthoughts when it pertains to the item maniacs.

  18. Goldenrod Underground Path https://i.imgur.com/SpTCdZG.png After winning the battle this error happens.

    Goldenrod Underground Path https://i.imgur.com/kPCSmdR.png Item Maniac.

    Goldenrod Underground Path https://i.imgur.com/JG7k7Dn.png Lottery Drawerf NPC. If I want to try my luck on lottery this error happens.

    Goldenrod Underground Path https://i.imgur.com/p2ZkLKR.png Andrew seller.

     

    Effective next reboot, all of these errors should be amended in-game. Thank you for the time-proximate testing and immediate bug-reporting.

     

    Regarding the latter-most error, however: by re-speaking to the NPC, the script should pass the most up-to-date value of the array-bracketed number, thereby actually selling you the item. It does not initially simply because the script is passing a variable value (basically, a number to determine the array of the item that is being sold) that has not been registered yet; this is because of a chronological-parsing oversight on my part in the script wherein I didn't code it so the newly registered value has been passed into the script.

     

    While that will indeed have been fixed, I am just explaining it to assure you that that the NPC is still serviceable in its behaviorial intention at this juncture; it just requires you to speak to the NPC more than once in order for it to properly evaluate all the data it needs to load for the shop.

  19. for what I read and understood, you meant hi?, not advanced english Naero or rebort

    Hahahaa, better get used to Naero's style of saying things in loooooooooooooooongs texts :Wink:

     

    Have I been inactive long enough that people have a redefined sense on my standard for long-winded posts? That is not voluminous at all compared to my posts on average. :(

  20. Hello everyone.

     

    In addition to reintroducing myself for a community-wide acquaintanceship, I am also hoping to productionally revitalize my content-scripting role; it has been inert for a while, as you may have noticed from my mostly changeless changelog within the past few weeks on the now-disused forums, due to my semstral inactivity with school and other external distractors. While I can leave fulfillable expectations of regularity from my work, I will attempt to concentrate most of my academic and workplace downtime into bolstering the finalizing scriptwork of Johto, alongside my collaborators—the final hurdle before fully publicizing this forthcoming MMO.

     

    I hope to be well-acquainted with you and the rest of the growing community as we're on knocking the frontier of releasing this long-anticipated project—and consequently vitalizing a growth spurt for this anticipatory community.

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