
Sparklylemonade
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Everything posted by Sparklylemonade
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You need to make a ban appeal in the discipline appeal section. It is not to be discussed here.
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I can't access the game for another 6 hours, when will you be free after that?
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Your pokemon is complete and ready for collection at your earliest convenience! Not sure what has been going on, but i have been unable to contact anyone from this shop for days, ingame or otherwise. My dragonite is still with SparklyLemonade was wondering when she will be back? I've been trying to contact you for days but it seems we're just missing eachother! I've PMed you
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Usually this can be caused by bad drivers for the controller itself (some games can run fine, others not so much) I'd recommend trying the following: -try using your controller in a different USB port -Ensuring your controller software is up to date
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I wouldn't really call this a suggestion, in addition; it isn't that easy to evade DDoS and As much as you may think this is just a "oh, just snap your fingers and fix it" moment, it isn't. A permanent fix of DDoS protection is required.
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We have several events every now and then, in addition to this, there's a role called "Community Coordinator" which does exactly what you said plus more. Event Coordinators as a role would be too specific, so I think as nice as it sounds, it's probably implemented into an already made role
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Can it only implement for android without PC :Grin: ? I think it's a port, and I didn't think about Android in the situation (where it is valid) but it still wouldn't go amiss with PC users, so it isn't too much of an issue even if it's implemented on both, still just a simple quality of life update :)
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There are a lot of things that could be implemented as end-game content, this is but one idea. What I'd love to see is some good feedback or improvements on the idea, this is nowhere near perfect.
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I agree with Giovanni, if you happen to accidentally log out, then it's your fault. Asking to implement a confirmation because you've accidentally logged out isn't exactly a valid reason for it to be a good suggestion.
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The answer is yes, it's been suggested before along the lines of an auction house.
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The issue with this "spot save" is it can do one of two things: 1. Clog up the bandwidth with logs for empty spaces - these people may have logged off or anything, they might not even be coming back on, but that empty space is there, and no one is filling it while there's a queue of 1000 people waiting. 2. Be abused by people to avoid the afk timer - you have 7 minutes, then after that you'd have your "reserved spot" Nice idea, but this doesn't work with full servers, let alone the ability to code this with minimum stress on the server.
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The quest idea is really good! I'll add that. However, as has already been pointed out, it's a lot of work already; 2v2 and 3v3 haven't been implemented (yet) so to expect this at the laugh of such a thing would be overly hopefully haha. Though if/when 2v2/3v3 are implemented, this would be interesting.
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Firstly, I would like to point out this is entirely concept work, I WANT constructive criticism, improvement ideas and for you to point out flaws in the ideas. Concept Basis and Assumptions made Firstly, this concept assumes the following points; they may/may not be already implemented ingame, but the possibility is there in the future: -A cooperative party would be ideal for this, but would not entirely be required. -Instancing for the dungeon itself would be ideal for this, but would not entirely be required (subject to event coding etc and the previous point.) There are multiple ways a dungeon could be implemented in PRO, however, there should be some key features that should always be considered the most important: - This is End-game content, so it must be CHALLENGING but COMPLETABLE. - This is for groups of people, COMMUNICATION and TEAMWORK should be rewarded. - The dungeon(s) should be appropriately REWARDING. - A DIFFICULTY CURVE is always a welcome sight, and is a way to really battle to be a PvE Juggernaut. -To prevent this being massively farmable, the COOLDOWN should be similar to bosses; 7 days. However, this could be changed to a "key" based system, where each player requires a key to enter, with keys being rewards from bosses in-game and thus tradeable (to improve the PvE economy). Basic Concept Concept: Each party member is allowed ONE pokemon each to enter. Upon entering, the party is handed a number of NPC trainers to battle; each player battles one trainer each, perhaps with subtle (or not so subtle) hints as to what kinds of pokemon each NPC has so your party can prepare to face a trainer beneficial to their 1 pokemon's moveset/typing. Upon winning, they can descend to the next floor. Each floor could get harder, and even "Boss Trainers" could be possible on keystone floors (every 5, every 10 or so on). Focus points and variables: Item usage - Possible. Auto-healing after keystone floors - Possible. Ironman mode - No healing, no items, nothing, just go as far as you can. Losing conditions: Regular - 1) 1 player loses, whole team loses. 2) 1 Player loses, they are kicked to a waiting room, this then gets harder, since the rest of the team now have to face one additional trainer each time (since the player who lost cannot face their trainer). This would make losing members bad, since it would push for exponential difficulty. This could even be expanded for all players to be "revived" upon the next keystone floor victory (of course, still very hard with less members). Ironman - I would say just "1 player loses, whole team loses; this is IRONMAN! A variable could also be multiple pokemon for each trainer, but this would make the difficulty level much harder to regulate and could end up being harder overall to do, plus one pokemon encourages players to think smart and communicate with their team as to not bring together similar pokemon and cover all their weaknesses. Concept ideas: The Wild Side Concept: Similar to the first idea, however, this one is more dynamic. This would have multiple floors, of which could be decided by RNG except keystone floors. Floor events could include: -The party must defeat a specific number of wild pokemon between them to continue; the number is shared among the players (so one person could beat them all, or all equally etc.) -The party is ambushed by trainers! This takes the idea from concept 1 of having 1 NPC to battle each (or more if a trainer has lost). -The party must navigate a maze which includes cut, rock smash, surf locations etc. This would be good for an extra challenge, since it would mean players have to specifically alter their movesets to traverse, however, pickaxe/hatchet would need to somehow be DISABLED in here as to not promote an unfair advantage. This is while wild pokemon can appear (repels - yes/no?) -Boss battles could range from being NPC trainers to boss pokemon (such as the Dragonite/Tyranitar). If it would ever be possible to program (which I understand would be EXTREMELY intricate), reverse horde battles could be a thing to battle with friends against bosses. Focus and Variables: All these are almost exactly the same as Concept 1 with regards to possible item usage, losing conditions, Ironman mode etc. In-Dungeon quests could also be a viable option. - Thanks to Marcylene for this input! Rewards Rewards would most definitely be based off "number of floors completed" and would be ideal as a "tier" system, each floor in a certain category could reward a random item from it; meaning you could get completely different to your friends who you completed the dungeon with! Example Tier System: Floor 1-9: Tier 1 Floor 10-19: Tier 2 Floor 20-29: Tier 3 etc... Example Tier Rewards: Tier 1 Rewards (1 per floor with tier 1 reward): Nothing :( , 1-500 poke, 1-5 low tier mart item (pokeballs, repels, potions etc). Tier 2 Rewards (1 per floor with tier 2 reward): 1-3 Tier 1 reward, 1-10 mid tier mart item (great balls, super repels, super potions etc.) Tier 3 Rewards (1 per floor with tier 3 reward): 3-5 Tier 1 reward, 1-2 Tier 2 reward, 5-10 high tier mart item (ultra balls, max repels etc), 1 manaic item (nugget, star piece, stardust etc). This could increase into rare stones, rare candies, special cosmetic gear, even pokemon at higher tier! Flaws, Issues and Problems -The workload for this would most definitely be classified as a MAJOR PROJECT -To prevent this being massively farmable, the cooldown should be similar to bosses; 7 days. However, this could be changed to a "key" based system, where each player requires a key to enter, with keys being rewards from bosses in-game and thus tradeable (to improve the PvE economy). Conclusion In Conclusion, end-game PvE could be a major replayability factor for players later in the game. This is just one of the ways it could be implemented and there's countless ways this could be changed or improved. Below I have included some discussion points and things to think about, as stated at the top of this post, constructive criticism is whole heartedly welcomed. What alternative ways could dungeons be planned? Got your own concept? Great, post everything about it here, but be sure to include much of the following. -How it would work. -How it differs from other ideas -Ensure it focuses on the key points mentioned. -Ensure it would actually be possible and highlight any things that would need to be implemented prior (and ensure they're possible too!) -Do not discuss rewards too much, this is generally down to the devs, mine were just examples (and appropriate.) -What other types of floors could be implemented? -Remembering that this is solely end-game content, what would you say could be done to increase the difficulty/improve the difficulty curve? -Any other points you think would be nice? Feel free to post all ideas and such below, this post is entirely editable so I can add all good questions/discussions/concepts etc to the main post. Thanks for reading this wall of text, and I hope you are inspired to think about how this could be a great thing!
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You're not the first and most certainly not the last to suggest this, try scrolling through a page or two of the suggestions and you'll find this mentioned many times, I'm sure it's planned for the future so don't worry!
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That doesn't explain anything to what I just mentioned, also, you can't just "employ more graphic artists" for multiple reasons. 1. This isn't a business, this is a hobby for all that work on the game. 2. The people the admins hire still need to be competent at more than just "making a few clothes". As for your point about making it more expensive, that doesn't matter when you can just get a lot of cash anyway, ingame cash =/= time and effort spent doing this in any way, shape or form. Previously I said "try to explain your reasoning for these ideas"; I'll elaborate: 1. Discuss how it would be done by the players instead of the admins, similar to the logos? Choice of a few different types of outfits with different colour palettes? Say how it could be done, not just "make it happen, now." Or your idea will literally just get left alone, even if it's a good idea, if you don't explain anything (like you haven't done here) even the best idea is worth nothing to the admins. 2. What could be the side effects of this, both good and bad? How could the bad issues be avoided/reduced? 3. What alternatives could you offer that might be easier to implement or would do a similar thing? Lots of things to think about.
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This isn't actually a bad idea, I would expand on the idea though, it's very vague. Some points to think about: -Think about several players, such as the bug catching contest etc. -Instead of "most pokemon" (which is pretty generic) perhaps think about the bug catching contest points system, such as IVs of the highest pokemon, "rarity" per se (pokemon types are awarded a base amount) and other ideas you can think of. -How would you go about making sure every starts and finishes at the same time? -What other ways could it be changed/improved? -What problems could this bring or what parts could be difficult to make? Remember that the developers need to be able to code this, just saying "make it" gives your idea considerably less potential, explaining in more detail helps so much.
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1. They only restore the hp points they just got for levelling up, they don't actually "regenerate" so this isn't a big deal. 2. We have IRC and Discord, both of which you can talk on. 3. We do host events (see the tournament starting Tuesday) in addition, we also have seasonal events. 4. You have no idea how much I approve of this, a lot of suggestions are generally repeated and although we have a "will never be introduced", we don't have a "Is planned/considered" type of post, elaborating on this would be good in terms of quashing what is quite frankly becoming trash posting in the suggestions forum. 5. Currently there's a major overload with registration being closed; we get enough promotion without needing to do this, though it would be nice for events and such, just not to "advertise" the game per se. As I said earlier, there's a user overload currently because of two high profile youtubers, so we most definitely do not need to spread more word of the game haha. 6. Later on you'll begin to lose money when losing to NPCs, in addition, you lose xp and suchlike. Also, losing to players such as the elite 4 enters a 12 hour cooldown, and bosses have a 7 day cooldown whether you win or not, which stunts your progress if you're not aptly prepared. As you said later in your post, you're fairly new to the game, so I would just hold on until you get a bit further through - trying to run from pokemon in areas such as cerulean cave will grant your pokemon a swift faint, the difficulty curve is certainly a big thing (Johto is VERY hard.)
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1. Again, instancing. This has been put forward before and was told it'd be too much work at this current time. Also, I believe a point around factions was mentioned where it was said that "there won't be any faction specific areas" - this might extend to guilds, too. 2. That's a lot of work, not being funny but Admins don't have the time to take requests from several hundred guilds for their clothes, and it's down to the artists to design the clothes, not the admins. It's a good idea, but very, very flawed in the way this has been put forward. Alternatively, you could just ask everyone in the guild to wear a specific set of clothing, but this has the issue of members only clothing and limited choice. I would say try rethink number 2; think of a viable way you could implement this with minimal staff interference. Try find flaws in your own idea to make it better and explain alternatives, just putting forward a majorly vague idea is helping no-one if there's no thought process behind it.
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you have to think, technically it's morning any time from 00:01 in real life, so generally it isn't wrong.
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I feel the issue with this is that the majority of people here have played pokemon before; I honestly recommend anyone who hasn't played Pokemon before to try one of the actual games, since this is much harder, and I don't think it'd be that enjoyable if you didn't know what you were doing.
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1. The battle style ingame is called "set" and is the same as the PvP system in the real games, it won't change as this isn't supposed to be easy. 2. The size ratio is so it's easier to see the characters, also something similar in the real games, so again, not really a thing.
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You say "story" as if it isn't; if you really wanted that, you could go play a real pokemon game to get a single player experience; this is an MMO, the whole point is thousands of players you can see and interact with, not to hide yourself away on your own. The big thing is (as has been said) instancing is a BIG deal, not only that, if instancing was a thing, there'd be much more extravagant things than just instancing Pallet. If/when instancing becomes a thing, there'll be much more important things to code over a smaller Pallet.
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As much as this is a good idea, instancing will very much be a thing eventually I'm sure. However, instancing requires a lot of work and will be a big project. Also you're looking at more 50-100 people than 20-30, since each instance requires more work that simply splitting the workload between each. All in all, probably an idea that will be implemented eventually.
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Are you Getting Stuck? Click This!
Sparklylemonade replied to Spacemuffin's topic in General Support
This is getting fixed now anyway, so there's no real need to do this.