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Everything posted by Eaty
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Locked for now, maybe reopened later after getting experience with this timer.
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Change of plans, if so many people prefer Showdown's timer then how about this ... 180 seconds overall timer with +15 seconds every round. Only for PvP ranked battles. Opinions?
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Hello, due to many problems and time stall potential it's time to change the timer. We decided for an overall timer of five minutes and then 15 seconds for every move. It's activated by default and not adjustable. Please give us your opinion only about the timers and if you agree or would like to change them. Also, do you want it in ranked battles only? Or friendly and ranked battles? UPDATE: https://pokemonrevolution.net/forum/index.php?threads/pvp-timer-change-give-us-your-opinion.156120/post-854158
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De-evolution service won't happen in PRO. You have to decide if you use a Blissey or Chansey before you evolve it. This would totally mess with Pokemon (especially shinies) you catch. Imagine catching a shiny Umbreon and de-evolving it into Eevee. We also wouldn't offer a de-level service if it wouldn't totally make a Pokemon useless.
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Changelog 11.08.2020: Bumped Unity to newest version. Ball animations show the ball while summoning and catching a Pokemon now. We save the balls you caught Pokemon with from now on. All previously caught Pokemon were set to Pokeball. The ball used to catch a Pokemon is displayed in the Pokemon card now. [*]Reworked swaping move positions in pokecards from arrows to drag and drop. BEFORE, AFTER [*]Reworked the client options menu. Added Show D-Pad and Relative Touch Control options. Keybindings can be removed with Escape now. [*]Reworked code parts in the Windows client patcher to make verifying a lot faster. [*]Fixed a bug where changing your Pokemon resulted in changing enemies Pokemon. [*]Super/Not very effective sound parsing which resulted in playing the wrong sound sometimes works correctly now. [*]Fixed Ferroseeds abilities, it can no longer become Anticipation. [*]Struggle no longer gets the priority from the selected move. [*]Fixed/Improves EXP mathematics. [*]Poison Touch works properly with Protect now. [*]Contrary works correctly with Intimidate now. [*]Outrage and Protect work correctly together now. [*]Outrage can only hit three times now. [*]Life Orb and Water Shuriken work properly with Water Absorb now. [*]Pressure works as intended now. [*]White Herb gets consumed now. [*]Encore and Disable work as intended now. [*]U-Turn works properly now. [*]Volt Switch works properly now. [*]Baton Pass works properly now. Baton Pass passes SPATK now. Baton Pass has priority with Prankster now. [*]Healing Wish works now. [*]Lunar Dance works now. [*]Substitute works now. [*]Protect works correctly after enemy's switch out now. [*]Foul Play ignores enemies ability and holding item now. [*]Choice items do not lock you anymore when the move does not go off due to paralyze, flinch etc. [*]Minimize now raises the user's evasion by two stages, instead of one. [*]Simple Beam works now. [*]Leech Life heals correctly now. For some reason it healed 50% of the attackers life. [*]A few moves still had Gen5-6 Base Powers and Accuracies. They were updated to Gen7. Base Power: Assurance, Chatter, Draco Meteor, Energy Ball, Hydro Pump, Lick, Magma Storm, Overheat, Power Gem, Smog, Surf, Thunder, Thunderbolt, Vine Whip, Meteor Mash and Leaf Storm. Accuracy: Gunk Shot, Poison Gas, Psycho Shift, Will-O-Wisp, Meteor Mash, Roar, Topsy-Turvy and Whirlwind. [*]Trick Room and Wonder Room will now be used if the opponent switches in a Pokemon that dies to Stealth Rock. [*]Battle Bond works now. Water Shuriken gets 20 BP and always hits 3 times with activated Battle Bond. Greninja with Battle Bond is not yet catchable. [*]Stance Change works now. [*]King's Shield works now. [*]Mega Evolutions are implemented now. Megastones cannot be removed in battles (via Knock Off, Trick or Thief f.e.). NPCs can mega evolve their Pokemon correctly now. Pokemon can hold Megastones but Pokemon holding Megastones and Megastones are not tradable. More and more Megastones will be available in-game with new content over time. [*]If a Pokemon dies before the opponent used a move the move will be used and fail now. This is the correct behaviour, triggers choice items lock and reveals a possible new move. [*]Fixed a bug where Destiny Bond killed the wrong Pokemon. [*]Fake Out and Truant work correctly with U-Turn, Volt Switch and Baton Pass now. They used to fail if used after getting switched in via one of these moves. [*]Tailwind works correctly with Prankster now. Prankster should be fully fixed with that. [*]Filter works now. [*]Endure may fail if used in succession now. [*]White Herb gets consumed correctly now. [*]Reworked Encore and Disable, Struggle works correctly with that now. [*]Focus Sash works correctly with Hazards, Stealth Rock, Spikes and Poison now. Shedinja with Focus Sash is no longer banned in Ranked PvP. [*]Added [iCODE]/surrender[/iCODE] command and button in battles. [iCODE]/surrender[/iCODE] works in all battles, counts as a loss and has a five minutes cooldown in Ranked PvP battles. The five minutes cooldown is only for the command and has nothing to do with the battles. [iCODE]/surrender[/iCODE] does not add a ten minutes cooldown to enter the Ranked PvP Queue again. [*]Added [iCODE]/draw[/iCODE] command in Ranked PvP battles. [iCODE]/draw[/iCODE] only works in PvP battles and ends without a winner or loser. Draw requests can only be sent alternately to avoid spam requests. The draw requests expire after 30 seconds. [*]Technician works properly now. It didn't use the base power before. [*]Expert Belt works properly for physical moves now. [*]Fixed three bugs that possibly made your PvP battles go stuck. The first bug happened when both Pokemon died with Weather Effects involved. The second bug happened when you went in Queue with a dead Pokemon. That's the bug where you summoned a Pokemon and it instantly died and made your battle stuck. [*]The third bug was a combination of switching moves and Choice lock items. [*]Fixed an urgent bug in received and sent mails. [*]Removed Xanascript shops entirely from the server code. [*]Added user.gender in Python. [*]Changed quite a bit of the client-server API. We use the UID instead of the index in many cases now. [*]Pokemon instantly get an UID now. [*]Fixed a bug with the max visible users. The code was simply wrong and caused that users stopped moving, disappeared or took too long to appear. Reworked NPC LoS with the same code. [*]Fixed a bug where Xanascript NPCs returned the wrong Hidden Power. [*]Client battle code completely reworked and battle animations slightly changed. This does not include attack animations. [*]Catch rate was adjusted to the handhelds and every shake has a chance to break out now. [*]Added many cosmetics (mounts, headgears) and tiles for future content. [*]Reworked PvP timer. Everyone has a 180 seconds overall timer that gets +15 seconds every round. Infinite time stalling should not be possible anymore. [*]Improved layer handling. The Pokedex and other stuff don't flicker anymore. [*]The catch rate chance has been reworked based on gen7 and works as intend now. It should be easier to catch pokemon like Beldum. [*]Many, many, many code optimizations, clean-ups, small reworks and bug fixes. Known Issues in Mega Edition These are no new bugs but affect this update Multi-hits do not heal absorb abilities (escept Water Absorb). Multi-hits do not have Independent calculations.
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That's not true. The guild island does not give anything the normal maps doesn't. It's has mainly quality of life features such as more pvp oriented (but not easier to hunt) spawns. There are a few (really only a few) spawns that only spawn there but they are huntable in outbreaks quite often. The idea has too many flaws. To give an example, the original idea gives people the option to hide and use unauthorized software more efficiently without staffs noticing it. It doesn't matter what rewards are given, this argument can be given at any time. It's either a reward no one cares about or people will argument it destroys guilds to get it. Yes and that's fully intended. The only PvP oriented rewards we have right now are PvP Coins and what you can buy with it. Any reward connected to that would devalue PvP Coins in the long run and we wouldn't be able to reward whole guilds in any reasonable way with PvP content.
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Petition Against the Recent Boss Changes and the Nerfs on Rewards
Eaty replied to Xanthinarose's topic in Suggestions
No, we will probably change most bosses and their rewards entirely. That will depend on the changes and the CS team, I cannot answer that. -
It was always planned to give PvE guilds a chance to get to guild island but we don't have many options to do that right now. One of our Content Scripters is currently reworking all fighting NPCs within PRO. Kanto (and Johto?) should already be live. It might take a while till he's completely done and replaced all old fighting NPCs. I thought about using it to hold a planned (and not random) PvE Trainer WQ every two months where guilds get +1 for all NPCs they beat while the WQ is active and the top guild would get access to guild island for the upcoming month. This is nothing decided yet but a possibility for the future. I am all ear for other suggestions. It might take a bit but we are working on new PvE updates (especially) with and for the upcoming region. We did not forget PvE (and PvP) players but we cannot focus on them at the same time. So there will be times with more PvP and times with more PvE updates.
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We simply do not implement something like this as we don't want to encourage users to dodge each other. We accepted that it caused dramas within guilds and gave/give you two options to avoid this. You can either both not accept the match or make a draw request in the future. These features were not implemented to support it but simply to reduce the drama in guilds to a minimum. We did not have to do it but decided it's the best for a friendly guild environment. Sometimes it might feel like you are wasting time when finding a guild in the queue but that's the price you have to pay and it's fully intended.
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I am not too much of a fan if there are rewards involved generally as I can only see this ending in a drama. But I wouldn't be against a similar "voting" system as in league of legends for PRO. We could give users the option to give every player a vote out of a few options. "Helpful player", "Fun to play with" and "Great PvP player" could be potential options. Every option could have an icon. The icons and vote counts could be displayed in the trainer card. Not really sure about it overall but that's maybe an option for the future.
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Petition Against the Recent Boss Changes and the Nerfs on Rewards
Eaty replied to Xanthinarose's topic in Suggestions
We sadly need a boss limit. I am not saying it's perfect or that we implemented it the perfect way but we only added bosses very, very slowly for the last year cause we couldn't add more without exceeding the limit we set ourselve for boss runs. With the upcoming region and many boss requestes within the staff we had no other way left. The Content Scripter lead, I and a few others will need a while to discuss and rework some bosses. This is to somewhat balance bosses so we do not have "useless" bosses anymore. That's needed with the upcoming updates anyways. We have many construction zones within PvE and PvP right now and hope to find solutions for everything within the next months. Right now, we are fully working on the upcoming update which mainly focuses on PvP. But we did not forget about other things like boss updates and the world quest which need to more interesting in the long run for users that already got all legendaries. I hope you can give us a bit more time to sort out everything and then work on tweaks and changes. While discussing it here, I would like to ask a question. Would you guys prefer a global cooldown reset for the 7-days boss cooldown? So that it always resets Monday 12 AM GMT+0? This way users also (almost) have the option to do 14-days boss runs. -
Megas will not be OT-bound. This would devalue many pokes, many trades that already happen would practically be scams and megas need to be considered in our economy as they will be a huge part of it. Therefore I'll close this suggestion as denied. I understand your point and it's nice to see that everyone in here posted their opinion but it sadly does not fit in our game.
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Theoretically, I am not totally against it. I don't like the suggestion as it is but I like the core idea. But practically, users would only vote their friends/guildies, especially when there's something to win and not the users that actually helped.
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Rreroll Natures for all Greninjas after the update
Eaty replied to Frshavocado's topic in Suggestions
The legendary always had the ability but I simply foced it to their first ability as there was no way to change it and their HA was mainly unplayable in PvP. We did not assign new abilities but gave them back their original ones. I do get your point but there won't be any kind of change for current Froakies and their evolution lines. -
The craziest anomaly in PRO history (NOT clickbait)
Eaty replied to Coono's topic in General Game Talk
Back in the days the seed was kinda bad after server restart/crash and these cases happened frequently. I changed that and that shouldn't be happen anymore. That actually did not only affect wild battles back in the days. When we introduced the Reroll NPC players got the same stats right after server start. -
Hello, 8-10 Coin Capsules sounds reasonable. Do you suggest that for every single mega evolution or to get a mega stone? Okay, jokes aside, won't happen. Simply cause they are meant to be accessible to all players that invest a bit time. Otherwise it would have been kinda worthless to actually code and implement them.
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Rreroll Natures for all Greninjas after the update
Eaty replied to Frshavocado's topic in Suggestions
I don't quite understand. Megas mega evolve via mega stones and Greninja with Battle Bond due to Battle Bond. Those are two completely different form changes. -
Rreroll Natures for all Greninjas after the update
Eaty replied to Frshavocado's topic in Suggestions
Greninja's won't have their abilities changed. -
Locked as implemented.
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The client size has nothing to do with the update. It won't change much.
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This is only visually. Fixed with next client update.
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Fixed next client-server update.
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Implemented.
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Done and will be implemented within the next few hours.
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I am not opposed of the idea to implement borders in-game and/or in the trainer card. So it might be something considered in the future.