-
Posts
28 -
Joined
-
Last visited
Recent Profile Visitors
1067 profile views
Deathwing's Achievements
Newbie Trainer (1/12)
14
Reputation
-
PvE Coin Shop counterpart to PvE Coin Shop Prestige Mount?
Deathwing replied to Eaty's topic in Suggestions
While i like the idea, i think limiting to PvE coin would potentially choke out a potential content option down the line, which of course can be changed later down the line but would still set it back. Simply going dividing PvE Coin into Mecha part, on a mecha only content (dungeon, contest etc etc) if everything is piled up on PvE coin, easier methods will be favored for variety of things that can be done with it. -
can have various things to be more desirable for some1 to reach top 5 or w/e. For example , top 5 PvE highscore (individual/party) would get one pokemon of their choosing to be a shadow variant. locking all variants up is not
-
While i appreciate the idea of getting players to try harder to obtain those, i don't find limiting the rest of the playerbase or letting a handful of people to completely dominate a market value of an entire variant healthy. Every feature should be equally available to the entire playerbase, not just a select few.
-
Some interesting concepts that can make a fun event that are unique to the Ramadan holiday ; Young family members kiss the hands of the elders and thus elders give them money/gifts (event wise, players can talk to "Old man/woman" NPC's either for money or a numerical requirement for a reward. At midnight a drummer will stroll the streets and people would give the drummer money. (random npc that appears through the map on random locations that the player must find and give something, complete x amount of times to recieve a gift at the end of the event.) Most common theme aside from more religious concepts of Ramadan is usually candy for themed mons.
-
So in light of recent tests regarding exp share, i'd like to point out some cons and pros between exp share and daycare. While exp share is usually either pokemon + item or item x pokemon (held item for one or activate item for all 5) which in reality exp share has been used more for EV training lower level mons originally rather than actually distributing exp which drops the higher levels get based on a %, while the argument can be made that it can be edited to fit more towards an mmo setting but at the end of it you will still use the mon itself after a certain level, there are more pros that would benefit and have higher QoL changes with a daycare. First comparisson is the way exp share works, which is pokemon with the item to be in a party, meaning you will have one less pokemon to use and might want to use item or time more than you'd ideally liked to as opposed to having 6 high level mons that keep grinding exp and money, while having 6 mons in daycare and continue to get exp, meaning you can swap out all 6 mons in daycare in comparisson to switching out 1 or 2 mons for exp share, on an exp service standpoint that'd be more beneficial for daycare services to level multitudes of pokemon at a faster pace. Might even wanna add an option to have exp or EV options within the daycare system in itself.
-
tournaments would be nice too tbh, just gotta hour checker to prevent top players from silver to just enter for ez moneyz
-
Personally, i like the difference idea (example of minun & plusle) which enables both servers to be a bit intertwined both economically and aspects of availability of mons if such differences are more crucial than small gimmicks (no one uses minun & plusle), time difference is meh, doesnt really do much. So unless a more time-based events are introduced (i.e. you missed event x on silver, but you'll be able to participate on gold since its 12 hr difference) which should also solve things like world quest etc. Question is the end goal, as in, where do you want to go with this, small difference or a different experience entirely kinda vibe. Personally i'd like a more unique touch on both, maybe have different events variants (halloween, summer, xmas) based on server with reward differences etc. EDIT : if such differences are to be introduced (pokemon event etc.) the free-switch timer should be adjusted as well for QoL logisticaly imo.
-
The way things are viewed on an MMO scale differs from what you experience in singleplayer games. Single player games are less competitive so the narrative is "is it too difficult?" wheras on an MMO the difficulty narrative is "as long as its not impossible" Since majority of the playerbase have cleared the storylines, it is not "impossible" and relatively easy if you know to work your way around the mechanics and use them to your advantage, as well as type of pokemons that will give you the upperhand against the gym u're facing. The "fodder" pokemon mechanic is what you normally do on original games where you just have 5 useless mons and your starter is basically carrying you throughout the game. While it is doable, its not efficient and will make you lose alot of money down the line from revives potions etc. So the bottom line is, the game is not "that" difficult, you're just making it harder for yourself. Thats why i specifically quoted that out of the whole thing.
-
Its actually very simple, the only pokemons that you need to level earlier than others are mons you require for storyline, which are garbage IV, chaotic EV spread and overall just a mon you need to beat a gym and not use ever again. On that regard you really don't need to put that much effort into be meticilous about them. Wheras a competitive mon has certain standarts, decent IV's, EV spread, movesets and level 100 or 50. Now PRO doesnt really have a 50's tier for PvP, which means it needs to be grinded to max level and you can do all of that pre-evo if you know what you should do and where you should do them. So yeah, it is actually a "good" design that is more conveniant for endgame as well as earlygame if you use it to your advantage.
-
Lets talk together about Staff & Player relationship !
Deathwing replied to Shinohara's topic in General Game Talk
Note : This not an actual abuse but a fun interaction between former and current staff. But yes, it was kinda taken too far when the OT wasnt changed and left the way it is. If this isnt abuse, i dont know what is -
Let's talk together about the Staff & Player relationship!
Deathwing replied to Olker's topic in General Game Talk
Yeah but you shouldn't make duplicate threads just coz one of em has gone off the rails xD -
Let's talk together about the Staff & Player relationship!
Deathwing replied to Olker's topic in General Game Talk
https://pokemonrevolution.net/forum/topic/178759-lets-talk-together-about-staff-player-relationship/