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Everything posted by Eaty
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Hm, according to my math that should be the norm. 12,5% chance (up to 15% via votes) to change the spawn set every 12 hours shouldn't change thaaat often.
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Feel free to talk about the changes and give feedbacks in here. Please only give feedbacks if you actually used Guild Island this month.
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Hello, if balancing wasn't a problem then maybe it would have been an option but I'd rather add a mood in the trainer card where you can select your current mood such as Bashful, Timid or Modest and then you could synchronize with your mood once you activated the Sync Medalion instead of a Pokemon. Sadly balancing is a problem therefore I doubt this will happen. :c
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Hello, it's not easy due to how scripts are saved and loaded but I think it's highly underestimated how much work that would be. Scripts currently have more than 12,421,961 characters and more than 500,000 lines. Additionally, every release would require translations. It's definitely possible to translate the GUI but that would also cause problems in the communcation, for trades for example.
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Hey, there are several reasons against this as mentioned above and it would be a huge amount of work for Artists.
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If your suggestion was only to avoid gaining/losing happiness in PvP battles then please rename your suggestion title so I can mark it as implemented. Starting next server version update you won't gain/lose happiness in all PvP battles (ranked, unranked, friendly) anymore.
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Correct, on high times we have 800-1000 users on each server. Merging the accounts wouldn't be much of a problem but I don't see many advantages. The only advantage I see is the PvP queue but I rather have a cross-server ranked PvP queue and battles than merging both servers. The two server system works quite well.
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Hm, theoretically, I wouldn't mind a pseuedo salon with a cooldown to raise Pokemon's happiness for a small fee. Right now, they are only used for Dig, Dive and Headbutt as far as I am aware. I might also deactivate losing/winning happiness from PvP battles so moves such as Return work as intended and are usable without any problems.
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Guild Island Update April 1st 2021 Few changes were made after reading users feedbacks and suggestions. Most changes were done to simplify the whole process as many did not fully understand how it'd work. All current spawn-sets have been updated. They currently contain of Rain, Sun, Sand, Hail, Offense, Balanced, Stall, Support and Trick Room. More spawn-sets will follow in the future. Suggestions in our subforum! There is a 12,5% chance spawn-sets will change every 12 hours. There's an NPC in guild island to vote for your favorite sets. Voting for a spawn-set increases the chance. 50+ votes slightly increase the chance for the spawn-set to change. 50+ votes highly increase the chance to change to your voted spawn-set. Users can subscribe spawn-sets and get an in-game notification as soon as the spawn sets get selected. A new hunt-map without spawn changing sets has been added to Guild Island. The spawns stay the same except for the tier 8-9 spawn. The tier 8-9 spawn changes every week randomly. Once changed, the new spawn will be announced via global system message. Possible spawns: Cutiefly, Rockruff, Sandygast, Komala, Mimikyu, Dhelmise, Jangmo-o, Rattata-Alolan, Raichu-Alolan, Diglett-Alolan, Meowth-Alolan, Geodude-Alolan and Froakie-BB. Every Pokemon that gained the status was huntable before but is not anymore will be added to the list. Once a Pokemon is permanently hunt-able on another map it will be removed from the list. There won't be a fee to enter Guild Island.
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The problem is that if we add only one thing it might require two reworks instead of one which is not worth the time investment. We'd rather do it once and completely.
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Changing the PC storage is one of the most requested feature in Discord, in-game and Forum. Adding a single filter is not much of a problem but that won't help much. To add many features users requested require a whole rework of the PC storage, server- and client-sided. It's definitely do-able but not as easy as it might sound at first. Adding boxes and make it possible to put your Pokemon wherever you want without auto-sorting is tedious to do but possible. Changing the GUI for that is surely a bit work but that's mainly cause I am not used to this work. The main problem for the PC storage rework is a new filter system. Adding a single filter is easily do-able but users want all different kind of filters. We could add them one by one and overload the GUI with filters but even then there would be more requests. That's why we decided to make a filter similar to Discords where you can filter for pretty much everything and that's hard to do server- and client-sided. We will definitely get back to the PC storage rework but we have many projects at the same time, so please bear with us.
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Unranked counts as Uber and won't get a ladder.
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Hey, this topic is about random ladder rewards and I am looking for reasonable suggestions as I am absolutely not sure how to handle them. If you have complains/concerns about the whole concepts, please create a separate topic to discuss it.
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Hello guys, we are currently working on random battles and expect them to be released in near future (might still take 1-2 months or longer, depends on how it goes). With the random battles we will introduce a second ladder for it while the normal Ranked PvP ladder will (probably) change between OU and UU ladders. With this laddering on more than one server will be prohibited. But we are also uncertain about random ladder rewards. We want them to be low compared to OU/UU as you don't need to invest time in hunting, buying, training and movesets. That's why we would like to hear your opinions about it. Tell us what you think would be appropriated and please give us reasons for it!
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Hey, the money-losing penalty is part of the game. You beat NPCs you get money, you lose to NPCs you lose money. This will not be possible anymore after reconnect is implemented. Once you logout in a battle you'll log into the battle again. It's just a matter of time until this mechanic is outdated. I am not saying it's a perfect mechanic and I am always open to suggestions but completely removing it won't happen for the time being. We also capped the money you can lose to $50,000 for veterans that own millions. Users with small budgets lose 5% of their total money which can be obtained again fairly fast.
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In this case, reconnect as a feature would do literally nothing. It's not only not a solution but also would do literally nothing. It would be the exact same situation. Reconnect only helps when the game server code is stable. Let's say you have an unstable connection to our servers or our physical proxy servers have problems then reconnect would help a lot but not when the game server code crashes.
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Reconnect won't help for server crashes. it only helps when the server disconnects you or you disconnect from the server while it's still running.
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I am trying my best. Debugging locally with tons of accounts to reproduce and fix bugs. https://walrosskastanie.com/fba461ddc5a54ec069fa2ff8.mp4 I made big steps the last few days and hope to upload a stable version soon. Also, we did not change servers at all. We reworked a lot in the code recently, really a lot and somewhat ended up with a memory corruption which is/was not easy to find. We checked every crash, every server stuck, every log. We did not decide to simply ignore the crashes but we also didn't want to revert the changes as it would have ended in us throwing away changes we worked on for months, several hours daily. I am really sorry about the negative experience but I am sure it'll be a huge improvement once the bug is fixed and gives us the opportunity to do a lot we weren't able to do in the past. These reworks were also the reason we were able to add mega evolutions, Transform, Illusion and many other things that seemed impossible in the past.
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We do have a Developer priority list pinned in Suggestion forum. The problem with your post is that you assume that every staff works on the same project and we do not. We have different staffs that handle different tasks. Adding these customized balls doesn't affect anything you wrote above as pretty much everything you asked for is handled by Developers and these customized balls are not handled by us. The whole system to add them is already implemented on our side. So I only need a few minutes to add new balls while the rest is done by artists. So asking for box rework or fixes has nothing to do with it unless you suggest every other staff should stop working and do nothing while devs work which would be a not really good suggestion.
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This would require a client update every month. Alternatively, we could theoretically make it possible for guilds to buy Guild Pokeballs. We could make it possible for NoMercy to buy 5,000,000 Pokedollars to get a Pokeball with their logo added to a shop. They'd be buyable for all users then.
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A box rework is way, way, waaaay more work than adding new Pokeballs. Right now, I have higher priorities. Adding new Pokeballs only takes minutes for me (more work for Artists!). That's why adding them is possible while a box rework is high prioritized but not as high as fixing/adding few other things first.
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Hello, I've been thinking this for a while now. What do you guys think about customized Pokeballs such as Rocket, Magma, Aqua and so on Pokeballs? I thought about adding Boxes similar to the current Mystery Boxes where you could get 10-15 custom Pokeballs (of the same Pokeball). They wouldn't have a higher catch rate or something like this. If you have better ideas how to add them I all ear, nothing is set in stone yet! I am absolute not sure if that's something players actually want so please us your opinion. They could look like this or similar to it:
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my pvp cloak red and champion crown disappeared after falling on the server
Eaty replied to Xdzin's topic in General Support
Added them back. -
Many bugs such as the crash bug only show under load (few hundred players) and that's not possible on test server.
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Hello, we tested it as much as possible within our power. First I looked for testers in PRO Discord, then our tester team tested it and then I started a public testing in PRO Discord.